Equipment

464 results

Flint, fire steel and tinder for lighting a fire, torch or candle.

CategoryAdventuring GearCost5 spWeight1 lb.
2024 SRD

Thread, needles, scraps of cloth and leather, whetstone, scissors and a small pot.

CategoryToolCost50 gpWeight10 lb.
2024 SRD

This book contains memory and logic 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 Intelligence 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 contains guidelines for influencing and charming others, 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 Charisma 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 contains intuition and insight 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 Wisdom 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 torch burning for an hour, shedding bright light in a 20-foot radius.

CategoryAdventuring GearCost1 cpWeight1 lb.
2024 SRD

A three-pronged spear favored by fisherfolk and sea raiders.

CategoryMartial Melee WeaponCost5 gpWeight4 lb.Damage1d8 piercingPropertiesThrown (Range 20/60), Versatile (1d10)
2024 SRD

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast *Dominate * *Beast* (save DC 15) from it on a Beast that has a Swim Speed.

CategoryWeaponCost400 gpPropertiesTrident
2024 SRD

This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including *Sover**eign Glue*.

CategoryWondrous ItemCost200000 gp
2024 SRD

A small stoppered vial holding four ounces of liquid.

CategoryAdventuring GearCost1 gp
2024 SRD

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

CategoryWeaponCost4000 gpPropertiesAny Simple or Martial
2024 SRD

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

CategoryToolCost30 gpWeight1 lb.
2024 SRD

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn’t have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.

CategoryWeaponCost200000 gpPropertiesGlaive, Greatsword, Longsword, or Scimitar
2024 SRD

A four-wheeled wagon for hauling heavy cargo.

CategoryVehicle (Land)Cost35 gpWeight400 lb.
2024 SRD

A slim wand that channels arcane magic in place of material components.

CategoryArcane FocusCost10 gpWeight1 lb.
2024 SRD

This wand has 7 charges. **Spells.** While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** *Hold Monster* 5 *Hold Person* 2 **Regaining Charges.** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

CategoryWandCost4000 gp
2024 SRD

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. **Regaining Charges.** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

CategoryWandCost4000 gp
2024 SRD

This wand has 7 charges. **Spells.** While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell. **Spell** **Charge ** **Cost** *Command* (“flee” or “grovel” only) 1 *Fear* (60-foot Cone) 3 **Regaining Charges.** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

CategoryWandCost4000 gp
2024 SRD

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast *Fireball* (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. **Regaining Charges.** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

CategoryWandCost4000 gp
2024 SRD

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast *Lightning * *Bolt* (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. **Regaining Charges.** The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

CategoryWandCost4000 gp
2024 SRD