Equipment

464 results

A narrow raiding ship driven by oar and sail.

CategoryVehicle (Water)Cost10000 gp
2024 SRD

A straight, double-edged blade that can be wielded in one hand or two.

CategoryMartial Melee WeaponCost15 gpWeight3 lb.Damage1d8 slashingPropertiesVersatile (1d10)
2024 SRD

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. **Luck.**If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this property can’t be used again until the next dawn. **Wish.** The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast *Wish* from it. Once used, this property can’t be used again until the next dawn. The weapon loses this property if it has no charges.

CategoryWeaponCost200000 gpPropertiesGlaive, Greatsword, Longsword, Rapier, Scimitar, Sickle, or Shortsword
2024 SRD

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

CategoryToolCost35 gpWeight2 lb.
2024 SRD

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

CategoryToolCost30 gpWeight2 lb.
2024 SRD

A flanged metal head on a short haft, made to crush armor.

CategorySimple Melee WeaponCost5 gpWeight4 lb.Damage1d6 bludgeoning
2024 SRD

When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. **Light.** While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

CategoryWeaponCost4000 gpPropertiesMace
2024 SRD

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

CategoryWeaponCost4000 gpPropertiesMace
2024 SRD

This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

CategoryWeaponCost4000 gpPropertiesMace
2024 SRD

A ground lens for close work, and for starting a fire in bright sunlight.

CategoryAdventuring GearCost100 gp
2024 SRD

Wrought-iron restraints with a key, escapable on a DC 20 check.

CategoryAdventuring GearCost2 gpWeight6 lb.
2024 SRD

You have Advantage on saving throws against spells while you wear this cloak.

CategoryWondrous ItemCost4000 gp
2024 SRD

This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

CategoryWondrous ItemCost40000 gp
2024 SRD

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

CategoryWondrous ItemCost40000 gp
2024 SRD

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a *Manual of Golems* and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See “Monsters” for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. **1d20** **Golem** **Time** **Cost** 1–5 Clay Golem 30 days 65,000 GP 6–17 Flesh Golem 60 days 50,000 GP 18 Iron Golem 120 days 100,000 GP 19–20 Stone Golem 90 days 80,000 GP

CategoryWondrous ItemCost40000 gp
2024 SRD

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.

CategoryWondrous ItemCost40000 gp
2024 SRD

A map of a region, granting advantage on checks made to navigate it.

CategoryAdventuring GearCost1 gp
2024 SRD

This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can’t exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.

CategoryWondrous ItemCost40000 gp
2024 SRD

A trowel, hammer, chisel, brushes and a square.

CategoryToolCost10 gpWeight8 lb.
2024 SRD

A mount with a carrying capacity of 195 pounds.

CategoryMountCost25 gp
2024 SRD