Equipment

464 results

Hammers, tongs, charcoal, rags and a whetstone.

CategoryToolCost20 gpWeight8 lb.
2024 SRD

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with *Oil of Slipperiness*. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of *Sovereign Glue* takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of *Universal Solvent* or *Oil of Etherealness*, or with a *Wish* spell.

CategoryWondrous ItemCost200000 gp
2024 SRD

A straight shaft with a leaf-shaped head, thrown or held.

CategorySimple Melee WeaponCost1 gpWeight3 lb.Damage1d6 piercingPropertiesThrown (Range 20/60), Versatile (1d8)
2024 SRD

A *Spell Scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table. **Spell Level** **Rarity** **Save DC** **Attack Bonus** Cantrip Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 **Spell Level** **Rarity** **Save DC** **Attack Bonus** 4 Rare 15 +7 5 Rare 17 +9 6 Very Rare 17 +9 7 Very Rare 18 +10 8 Very Rare 18 +10 9 Legendary 19 +11 **Copying a Scroll into a Spellbook.** A Wizard spell on a *Spell Scroll* can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the *Spell Scroll* is destroyed.

CategoryScrollCost100 gp
2024 SRD

A Tiny book of 100 blank pages, readable only by its wizard or by Identify.

CategoryAdventuring GearCost50 gpWeight3 lb.
2024 SRD

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

CategoryArmorCost40000 gpPropertiesShield
2024 SRD

This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a *Sphere of Annihilation*, it passes through the sphere unscathed. Anything else that touches the sphere but isn’t wholly engulfed and obliterated by it takes 8d10 Force damage. **Controlling the Sphere.** A *Sphere of Annihilation* is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. **Sphere Interactions.** If the sphere comes into contact with a planar portal (such as that created by the *Gate* spell) or an extradimensional space (such as that within a *Portable Hole*), the GM determines randomly what happens using the following table. **1d100** **Result** 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional space. 86–00 A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.

CategoryWondrous ItemCost200000 gp
2024 SRD

Ten iron spikes for wedging doors shut or anchoring a rope.

CategoryAdventuring GearCost1 gpWeight5 lb.
2024 SRD

Narrow vertical strips of metal riveted to a leather backing, with flexible chain mail protecting the joints.

CategoryHeavy ArmorCost200 gpWeight60 lb.AC17
2024 SRD

A cutting of mistletoe that serves a druid as a spellcasting focus.

CategoryDruidic FocusCost1 gp
2024 SRD

A telescope that magnifies distant objects to twice their size.

CategoryAdventuring GearCost1000 gpWeight1 lb.
2024 SRD

One day’s stabling and care for a mount.

CategoryTack and HarnessCost5 sp
2024 SRD

A tall staff that channels arcane magic in place of material components.

CategoryArcane FocusCost5 gpWeight4 lb.
2024 SRD

This staff has 10 charges. While holding the staff, you can use any of its properties: **Cast Spell.** You can expend 1 of the staff’s charges to cast *Charm Person*, *Command*, or *Comprehend * *Languages* from it using your spell save DC. **Reflect Enchantment.** If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. **Resist Enchantment.** If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. **Regaining Charges.** The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.

CategoryStaffCost4000 gp
2024 SRD

You have Resistance to Fire damage while you hold this staff. **Spells.** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** **Spell** **Charge ** **Cost** *Burning Hands* 1 *Wall of Fire* 4 *Fireball* 3 **Regaining Charges.** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

CategoryStaffCost40000 gp
2024 SRD

You have Resistance to Cold damage while you hold this staff. **Spells.** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** **Spell** **Charge ** **Cost** *Cone of Cold* 5 *Ice Storm* 4 *Fog Cloud* 1 *Wall of Ice* 4 **Regaining Charges.** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.

CategoryStaffCost40000 gp
2024 SRD

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge Cost** *Cure Wounds* 1 charge per spell level (maximum 4 for a level 4 spell) *Lesser Restoration* 2 *Mass Cure Wounds* 5 **Regaining Charges.** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

CategoryStaffCost4000 gp
2024 SRD

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. **Spells.** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** *Cone of Cold* 5 *Fireball *(level 5 version) 5 *Globe of Invulnerability* 6 *Hold Monster* 5 *Levitate* 2 *Lightning Bolt *(level 5 version) 5 *Magic Missile* 1 *Ray of Enfeeblement* 1 *Wall of Force* 5 **Regaining Charges.** The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. **Retributive Strike.** You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

CategoryStaffCost40000 gp
2024 SRD

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. **Regaining Charges.** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

CategoryStaffCost40000 gp
2024 SRD

This staff has 10 charges. **Insect Cloud.** While holding the staff, you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30- foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by *Gust of Wind*) disperses the swarm and ends the effect. **Spells.** While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** *Giant Insect* 4 *Insect Plague* 5 **Regaining Charges.** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

CategoryStaffCost4000 gp
2024 SRD