Equipment

464 results

A vial of corrosive fluid that can be splashed as an improvised weapon.

CategoryAdventuring GearCost25 gpWeight1 lb.
2024 SRD

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

CategoryArmorCost400 gpPropertiesAny Medium or Heavy, Except Hide Armor
2024 SRD

A flying vessel crewed by ten hands.

CategoryVehicle (Water)Cost40000 gp
2024 SRD

A sticky, adhesive fluid in a flask that ignites when exposed to air.

CategoryAdventuring GearCost50 gpWeight1 lb.
2024 SRD

Flasks, beakers, a mortar and pestle, and the reagents to work them.

CategoryToolCost50 gpWeight8 lb.
2024 SRD

This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. **1d100** **Creature Type** **1d100** **Creature Type** 01–10 Aberrations 51–60 Fey 11–15 Beasts 61–70 Fiends 16–20 Celestials 71–75 Giants 21–25 Constructs 76–80 Monstrosities 26–35 Dragons 81–85 Oozes 36–45 Elementals 86–90 Plants 46–50 Humanoids 91–00 Undead

CategoryWeaponCost40000 gpPropertiesAny Ammunition
2024 SRD

You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.

CategoryWeaponCost400 gpPropertiesAny Ammunition
2024 SRD

A holy amulet worn at the throat or held in hand as a spellcasting focus.

CategoryHoly SymbolCost5 gpWeight1 lb.
2024 SRD

Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

CategoryWondrous ItemCost4000 gp
2024 SRD

While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

CategoryWondrous ItemCost400 gp
2024 SRD

While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast *Plane Shift*. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. **1d100** **Destination** 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a **1, **the Plane of Air; on a **2,** the Plane of Earth; on a **3,** the Plane of Fire; on a **4,** the Plane of Water; on a **5,** the Feywild; on a **6,** the Shadowfell 71–80 Random location on an Outer Plane determined by rolling 1d8: on a **1,** Arborea; on a **2,** Arcadia; on a **3,** the Beastlands; on a **4,** Bytopia; on a **5,** Elysium; on a **6,** Mechanus; on a **7,** Mount Celestia; on an **8,** Ysgard 81–90 Random location on an Outer Plane determined by rolling 1d8: on a **1,** the Abyss; on a **2,** Acheron; on a **3,** Carceri; on a **4,** Gehenna; on a **5,** Hades; on a **6,** Limbo; on a **7,** the Nine Hells; on an **8,** Pandemonium 91–00 Random location on the Astral Plane

CategoryWondrous ItemCost40000 gp
2024 SRD

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

CategoryArmorCost40000 gpPropertiesShield
2024 SRD

A vial of medicine granting advantage on saving throws against poison for an hour.

CategoryAdventuring GearCost50 gp
2024 SRD

This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The *Apparatus of the Crab* is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.

CategoryWondrous ItemCost200000 gp
2024 SRD

You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. **Metal Shell.** You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.

CategoryArmorCost200000 gpPropertiesPlate Armor
2024 SRD

You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. **1d10** **Damage Type** **1d10** **Damage Type** 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder **Apparatus of the Crab Levers** **Lever** **Up** **Down** 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed. 2 Forward window shutter opens. Forward window shutter closes. 3 Side window shutters open (two per side). Side window shutters close (two per side). 4 Two claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* 7 (2d6) Bludgeoning damage. Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* The target has the Grappled condition (escape DC 15). 6 The apparatus walks or swims forward provided its legs are extended. The apparatus walks or swims backward provided its legs are extended. 7 The apparatus turns 90 degrees counterclockwise provided its legs are extended. The apparatus turns 90 degrees clockwise provided its legs are extended. 8 Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. The light turns off. 9 The apparatus sinks up to 20 feet if it’s in liquid. The apparatus rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.

CategoryArmorCost4000 gpPropertiesAny Light, Medium, or Heavy
2024 SRD

While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly. **Curse.** This armor is cursed, a fact that is revealed only when the *Identify* spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a *Remove Curse* spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).

CategoryArmorCost4000 gpPropertiesAny Light, Medium, or Heavy
2024 SRD

You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.

CategoryArmorCost4000 gpPropertiesAny Light, Medium, or Heavy
2024 SRD

You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

CategoryArmorCost4000 gpPropertiesShield
2024 SRD

Twenty arrows for a bow, typically stored in a quiver.

CategoryAmmunitionCost1 gpWeight1 lb.
2024 SRD