Equipment

464 results

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 *Freedom of Movement* spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the *Grease* spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.

CategoryPotionCost200 gp
2024 SRD

A heavy glass orb that channels arcane magic in place of material components.

CategoryArcane FocusCost20 gpWeight3 lb.
2024 SRD

Padded armor consists of quilted layers of cloth and batting.

CategoryLight ArmorCost5 gpWeight8 lb.AC11 + Dex modifier
2024 SRD

Brushes, paints, an easel, canvas, palette and charcoal.

CategoryToolCost10 gpWeight5 lb.
2024 SRD

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

CategoryToolCost12 gpWeight2 lb.
2024 SRD

A single sheet of good paper.

CategoryAdventuring GearCost2 sp
2024 SRD

A single sheet of scraped and dried hide, ready to write on.

CategoryAdventuring GearCost1 sp
2024 SRD

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.

CategoryWondrous ItemCost400 gp
2024 SRD

A vial of scented oil.

CategoryAdventuring GearCost5 gp
2024 SRD

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

CategoryWondrous ItemCost400 gp
2024 SRD

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

CategoryWondrous ItemCost4000 gp
2024 SRD

While wearing this pendant, you gain the following benefits. **Life Preservation.** Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. **Natural Healing Boost.** Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

CategoryWondrous ItemCost400 gp
2024 SRD

The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

CategoryPotionCost200 gp
2024 SRD

An enormously long spear used to hold a line at a distance.

CategoryMartial Melee WeaponCost5 gpWeight18 lb.Damage1d10 piercingPropertiesHeavy, Reach, Two-Handed
2024 SRD

These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. 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. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

CategoryWondrous ItemCost400 gp
2024 SRD

While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one **Swarm ** **of Rats** with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. Whenever a **Swarm of Rats** that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

CategoryWondrous ItemCost400 gp
2024 SRD

A short firearm that can be aimed and fired in one hand.

CategoryMartial Ranged WeaponCost250 gpWeight3 lb.Damage1d10 piercingPropertiesAmmunition (Range 30/90; Bullet), Loading
2024 SRD

Shaped, interlocking metal plates covering the entire body, with gauntlets, boots, a visored helmet and thick padding.

CategoryHeavy ArmorCost1500 gpWeight65 lb.AC18
2024 SRD

While you’re wearing this armor, you can take a Magic action and use a command word to gain the effect of the *Etherealness* spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can’t be used again until the next dawn.

CategoryArmorCost200000 gpPropertiesHalf Plate Armor or Plate Armor
2024 SRD

A gaming set. Proficiency lets you add your proficiency bonus to checks made to play the game.

CategoryToolCost5 sp
2024 SRD