Equipment

464 results

Roughly marble sized, *Ioun Stones* are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun Stones* exist, each type a distinct combination of shape and color. When you take a Magic action to toss an *Ioun * *Stone* into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three *Ioun Stones* orbiting your head at the same time. Each *Ioun Stone* orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of *Ioun Stones* orbiting your head. If your Attunement to an *Ioun Stone* ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. **Absorption (Very Rare).** While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. **Agility (Very Rare).** Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. **Awareness (Rare).** While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. **Fortitude (Very Rare).** Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. **Greater Absorption (Legendary).** While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. **Insight (Very Rare).** Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. **Intellect (Very Rare).** Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. **Leadership (Very Rare).** Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. **Mastery (Legendary).** Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. **Protection (Rare).** You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. **Regeneration (Legendary).** You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. **Reserve (Rare).** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. **Strength (Very Rare).** Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. **Sustenance (Rare).** You don’t need to eat or drink while this clear spindle orbits your head.

CategoryWondrous ItemCost4000 gp
2024 SRD

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.

CategoryWondrous ItemCost4000 gp
2024 SRD

While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you’re on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An *Identify* spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered *Iron Flask* might already contain a creature chosen by the GM.

CategoryWondrous ItemCost200000 gp
2024 SRD

A slender throwing spear with a narrow iron head.

CategorySimple Melee WeaponCost5 spWeight2 lb.Damage1d6 piercingPropertiesThrown (Range 30/120)
2024 SRD

Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. **Lightning Bolt.** When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn.

CategoryWeaponCost400 gpPropertiesJavelin
2024 SRD

Pliers, files, a saw, tweezers and a loupe for setting stones.

CategoryToolCost25 gpWeight2 lb.
2024 SRD

A ceramic jug holding one gallon of liquid.

CategoryAdventuring GearCost2 cpWeight4 lb.
2024 SRD

A shallow-draught river boat.

CategoryVehicle (Water)Cost3000 gp
2024 SRD

A ten-foot wooden ladder.

CategoryAdventuring GearCost1 spWeight25 lb.
2024 SRD

An oil lamp casting bright light in a 15-foot radius for six hours on a flask of oil.

CategoryAdventuring GearCost5 spWeight1 lb.
2024 SRD

A long couched spear built for a charge from horseback.

CategoryMartial Melee WeaponCost10 gpWeight6 lb.Damage1d10 piercingPropertiesHeavy, Reach, Two-Handed (unless mounted)
2024 SRD

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.

CategoryWondrous ItemCost400 gp
2024 SRD

A shuttered lantern throwing bright light in a 60-foot cone.

CategoryAdventuring GearCost10 gpWeight2 lb.
2024 SRD

A lantern casting bright light in a 30-foot radius, dimmed to 5 feet by lowering the hood.

CategoryAdventuring GearCost5 gpWeight2 lb.
2024 SRD

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil.

CategoryLight ArmorCost10 gpWeight10 lb.AC11 + Dex modifier
2024 SRD

A knife, thonging chisel, hole punch, needles and thread.

CategoryToolCost5 gpWeight5 lb.
2024 SRD

A compact crossbow that must be cranked between shots.

CategorySimple Ranged WeaponCost25 gpWeight5 lb.Damage1d8 piercingPropertiesAmmunition (Range 80/320; Bolt), Loading, Two-Handed
2024 SRD

A one-handed hammer balanced for throwing.

CategorySimple Melee WeaponCost2 gpWeight2 lb.Damage1d4 bludgeoningPropertiesLight, Thrown (Range 20/60)
2024 SRD

An iron lock and key; picking it needs thieves’ tools and a DC 15 check.

CategoryAdventuring GearCost10 gpWeight1 lb.
2024 SRD

A tall bow of yew or ash, deadly at extreme range.

CategoryMartial Ranged WeaponCost50 gpWeight2 lb.Damage1d8 piercingPropertiesAmmunition (Range 150/600; Arrow), Heavy, Two-Handed
2024 SRD