Equipment

464 results

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.

CategoryWondrous ItemCost40000 gp
2024 SRD

This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of *Magic Missile*. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.

CategoryWondrous ItemCost40000 gp
2024 SRD

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Bullseye Lantern (filled and lit) - Dagger - Mirror - Pole - Rope (coiled) - Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. **1d100** **Patch** 01–08 Bag of 100 GP 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23–30 10 gems worth 100 GP each 31–44 Wooden ladder (24 feet long) 45–51 **Riding Horse** with a Riding Saddle 52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself 60–68 4 *Potions of Healing* 69–75 Rowboat (12 feet long) 76–83 *Spell Scroll *containing one spell of level 1, 2, or 3 (your choice) **1d100** **Patch** 84–90 2 **Mastiffs** 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable Ram

CategoryWondrous ItemCost400 gp
2024 SRD

This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe. **Armor.** If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier. **Magic Resistance.** You have Advantage on saving throws against spells and other magical effects. **War Mage.** Your spell save DC and spell attack bonus each increase by 2.

CategoryWondrous ItemCost200000 gp
2024 SRD

A short rod that channels arcane magic in place of material components.

CategoryArcane FocusCost10 gpWeight2 lb.
2024 SRD

While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn’t create an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

CategoryRodCost40000 gp
2024 SRD

This rod has the following properties. **Alertness.** While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. **Spells.**While holding the rod, you can cast the following spells from it: - *Detect Evil and Good* - *Detect Magic* - *Detect Poison and Disease* - *See Invisibility* **Protective Aura.** As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.

CategoryRodCost40000 gp
2024 SRD

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. **Buttons.** You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: **Button 1.** A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. **Button 2.** The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. **Button 3.** The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. **Button 4.** The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. **Button 5.** The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. **Button 6.** The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. **Drain Life.** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn. **Paralyze.** When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn. **Terrify.** While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.

CategoryRodCost200000 gp
2024 SRD

The rod has 5 charges. While you hold it, you can cast one of the following spells from it: *Heal* (expends 1 charge) or *Resurrection* (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.

CategoryRodCost200000 gp
2024 SRD

You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can’t be used again until the next dawn.

CategoryRodCost4000 gp
2024 SRD

While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.

CategoryRodCost40000 gp
2024 SRD

Fifty feet of rope with 2 hit points, burst by a DC 17 Strength check.

CategoryAdventuring GearCost1 gpWeight5 lb.
2024 SRD

This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

CategoryWondrous ItemCost400 gp
2024 SRD

This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

CategoryWondrous ItemCost4000 gp
2024 SRD

A small rowed boat weighing 100 pounds, light enough to be carried overland.

CategoryVehicle (Water)Cost50 gp
2024 SRD

A cloth sack holding one cubic foot or 30 pounds of gear.

CategoryAdventuring GearCost1 cpWeight0.5 lb.
2024 SRD

A saddle required for riding an aquatic or flying mount.

CategoryTack and HarnessCost60 gpWeight40 lb.
2024 SRD

A saddle that braces the rider, granting advantage on checks to remain mounted.

CategoryTack and HarnessCost20 gpWeight30 lb.
2024 SRD

An ordinary riding saddle.

CategoryTack and HarnessCost10 gpWeight25 lb.
2024 SRD

A seagoing merchant vessel.

CategoryVehicle (Water)Cost10000 gp
2024 SRD