Equipment

464 results

This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. **Diamond Light.** As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage. **Fire Opal Flames.** As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon. **Ruby Resistance.** As long as the helm has at least one ruby, you have Resistance to Fire damage. **Spells.** You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: *Daylight* (opal), *Fire**ball* (fire opal), *Prismatic Spray* (diamond), or *Wall of * *Fire* (ruby). The gem is destroyed when the spell is cast and disappears from the helm. **Taking Fire Damage.** Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60- foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

CategoryWondrous ItemCost40000 gp
2024 SRD

While wearing this helm, you can cast *Comprehend * *Languages* from it.

CategoryWondrous ItemCost400 gp
2024 SRD

While wearing this helm, you have telepathy with a range of 30 feet, and you can cast *Detect Thoughts* or *Suggestion* (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.

CategoryWondrous ItemCost400 gp
2024 SRD

This helm has 3 charges. While wearing it, you can expend 1 charge to cast *Teleport* from it. The helm regains 1d3 expended charges daily at dawn.

CategoryWondrous ItemCost4000 gp
2024 SRD

Pouches, clippers, mortar and pestle, and cloth for storing herbs.

CategoryToolCost5 gpWeight3 lb.
2024 SRD

This crude armor consists of thick furs and pelts.

CategoryMedium ArmorCost10 gpWeight12 lb.AC12 + Dex modifier (max 2)
2024 SRD

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.

CategoryWeaponCost200000 gpPropertiesAny Simple or Martial
2024 SRD

A flask of blessed water that sears fiends and undead when splashed on them.

CategoryAdventuring GearCost25 gpWeight1 lb.
2024 SRD

A musical instrument. Proficiency lets you add your proficiency bonus to checks made to play it.

CategoryToolCost3 gpWeight2 lb.
2024 SRD

You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

CategoryWondrous ItemCost4000 gp
2024 SRD

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the **Berserker** stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed. Four types of *Horn of Valhalla* are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. **1d100** **Horn Type** **Spirits** **Requirement** 01–40 Silver 2 None 41–75 Brass 3 Proficiency with all Simple weapons 76–90 Bronze 4 Training with all Medium armor 91–00 Iron 5 Proficiency with all Martial weapons

CategoryWondrous ItemCost4000 gp
2024 SRD

A mount with a carrying capacity of 540 pounds.

CategoryMountCost50 gp
2024 SRD

A mount with a carrying capacity of 480 pounds.

CategoryMountCost75 gp
2024 SRD

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

CategoryWondrous ItemCost4000 gp
2024 SRD

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.

CategoryWondrous ItemCost40000 gp
2024 SRD

A saw-toothed steel ring that snaps shut on the leg of whatever steps in it.

CategoryAdventuring GearCost5 gpWeight25 lb.
2024 SRD

This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.

CategoryRodCost400 gp
2024 SRD

A one-ounce bottle of black ink.

CategoryAdventuring GearCost10 gp
2024 SRD

A cut quill, ready for ink.

CategoryAdventuring GearCost2 cp
2024 SRD

As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the *Knock* spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn’t repair damage to the tower. Only a *Wish* spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of* Wish* causes the tower to regain all its Hit Points.

CategoryWondrous ItemCost4000 gp
2024 SRD