Equipment

464 results

A two-handed sledge that shatters shields and bone alike.

CategoryMartial Melee WeaponCost10 gpWeight10 lb.Damage2d6 bludgeoningPropertiesHeavy, Two-Handed
2024 SRD

The medallion has 5 charges. While wearing it, you can expend 1 charge to cast *Detect Thoughts* (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.

CategoryWondrous ItemCost400 gp
2024 SRD

A polished steel hand mirror.

CategoryAdventuring GearCost5 gpWeight0.5 lb.
2024 SRD

When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. A creature that knows the mirror’s nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a second command word to free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Placing the mirror inside an extradimensional space created by a *Bag of Holding*, *Portable Hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

CategoryWondrous ItemCost40000 gp
2024 SRD

Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

CategoryArmorCost400 gpPropertiesAny Medium or Heavy, Except Hide Armor
2024 SRD

A spiked metal head that punches through mail.

CategoryMartial Melee WeaponCost15 gpWeight4 lb.Damage1d8 piercing
2024 SRD

A mount with a carrying capacity of 420 pounds.

CategoryMountCost8 gp
2024 SRD

A long-barrelled firearm loaded with powder and shot.

CategoryMartial Ranged WeaponCost500 gpWeight10 lb.Damage1d12 piercingPropertiesAmmunition (Range 40/120; Bullet), Loading, Two-Handed
2024 SRD

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) **Mysterious Deck** **1d100 ** **(13-Card ** **Deck)** **1d100 ** **(22-Card ** **Deck)** **Card** — 01–05 Balance — 06–10 Comet — 11–14 Donjon 01–08 15–18 Euryale — 19–23 Fates 09–16 24–27 Flames — 28–31 Fool — 32–36 Gem 17–24 37–41 Jester 25–32 42–46 Key 33–40 47–51 Knight 41–48 52–56 Moon — 57–60 Puzzle 49–56 61–64 Rogue 57–64 65–68 Ruin — 69–73 Sage **1d100 ** **(13-Card ** **Deck)** **1d100 ** **(22-Card ** **Deck)** **Card** 65–72 74–77 Skull 73–80 78–82 Star 81–88 83–87 Sun — 88–91 Talons 89–96 92–96 Throne 97–00 97–00 Void Each card’s effect is described below. **Balance.** You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. **Comet.** The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect. **Donjon.** You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a *Wish* spell can reveal the location of your prison. You draw no more cards. **Euryale.** The card’s medusa-like visage curses you. You take a -2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. **Fates.** Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other time before you die. **Flames.** A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. **Fool.** You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn’t count as one of your declared draws. **Gem.** Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. **Jester.** You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. **Key.** A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. **Knight.** You gain the service of a **Knight**, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. **Moon.** You gain the ability to cast *Wish* 1d3 times. **Puzzle.** Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. **Rogue.** An NPC of the GM’s choice becomes Hostile toward you. You don’t know the identity of this NPC until they or someone else reveals it. Nothing less than a *Wish* spell or divine intervention can end the NPC’s hostility toward you. **Ruin.** All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. **Sage.** At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. **Skull.** An **Avatar of Death** (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another **Avatar of Death**. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life. **Star.** Increase one of your ability scores by 2, to a maximum of 24. **Sun.** A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. **Talons.**Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. **Throne.** You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. **Void.** Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A *Wish* spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. **Avatar of Death** *Medium Undead, Neutral evil* **AC **20 **Initiative** +3 (13) **HP** Half the HP maximum of its summoner **Speed** 60 ft., Fly 60 ft. (hover) MOD SAVE MOD SAVE MOD SAVE **S***tr** 16 +3 +3 **D***ex** 16 +3 +3 **C***on** 16 +3 +3 **I***nt** 16 +3 +3 **W***is** 16 +3 +3 **C***ha** 16 +3 +3 **Immunities **Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious **Senses** Truesight 60 ft., Passive Perception 13 **Languages** All languages known to its summoner **CR **None (XP 0; PB equals its summoner’s) Traits **Incorporeal Movement.** The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Actions **Multiattack.** The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up). **Reaping Scythe.**Melee Attack Roll:* Automatic hit, reach 5 ft. *Hit:* 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.

CategoryWondrous ItemCost200000 gp
2024 SRD

A sextant, compass, calipers, ruler, parchment, quill and ink.

CategoryToolCost25 gpWeight2 lb.
2024 SRD

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

CategoryWondrous ItemCost400 gp
2024 SRD

This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 *Fire**ball* (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the *Fireball* by 1d6 for each bead after the first (maximum 12d6).

CategoryWondrous ItemCost4000 gp
2024 SRD

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. **1d20** **Bead** **Spell** 1–6 Bead of Blessing *Bless* 7–12 Bead of Curing *Cure Wounds* (level 2 version) 13–16 Bead of Favor *Greater Restoration* 17–18 Bead of Smiting *Shining Smite* 19 Bead of Summons *Guardian of Faith* 20 Bead of Wind Walking *Wind Walk*

CategoryWondrous ItemCost4000 gp
2024 SRD

Fifty needles for a blowgun, typically stored in a pouch.

CategoryAmmunitionCost1 gpWeight1 lb.
2024 SRD

A weighted mesh thrown to entangle a Large or smaller creature.

CategoryAdventuring GearCost1 gpWeight3 lb.
2024 SRD

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. **Life Stealing.** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.

CategoryWeaponCost40000 gpPropertiesAny Simple or Martial
2024 SRD

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.

CategoryWeaponCost40000 gpPropertiesLongbow or Shortbow
2024 SRD

A flask of lamp oil that burns for six hours, or splashes and ignites as a weapon.

CategoryAdventuring GearCost1 spWeight1 lb.
2024 SRD

One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the *Etherealness* spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.

CategoryPotionCost2000 gp
2024 SRD

One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a *+3 Weapon* or the coated ammunition into *+3 Ammunition*. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.

CategoryPotionCost20000 gp
2024 SRD