Equipment

464 results

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

CategoryToolCost1 gp
2024 SRD

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

CategoryToolCost6 gpWeight3 lb.
2024 SRD

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

CategoryToolCost25 gpWeight10 lb.
2024 SRD

A backpack, caltrops, a crowbar, 2 flasks of oil, 10 days of rations, a rope, a tinderbox, 10 torches and a waterskin.

CategoryEquipment PackCost12 gpWeight55 lb.
2024 SRD

This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.

CategoryWondrous ItemCost400 gp
2024 SRD

This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a **Water Ele***mental**). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.

CategoryWondrous ItemCost400 gp
2024 SRD

Found in a small container, this powder resembles *Dust of Disappearance*, and *Identify* reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a *Lesser Restoration* spell.

CategoryWondrous ItemCost400 gp
2024 SRD

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

CategoryArmorCost40000 gpPropertiesHalf Plate Armor or Plate Armor
2024 SRD

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

CategoryWeaponCost40000 gpPropertiesWarhammer
2024 SRD

Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

CategoryWondrous ItemCost400 gp
2024 SRD

When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an **Efreeti** appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens. **1d10** **Effect** 1 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 2–9 The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 10 The efreeti understands your languages and can cast *Wish* once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.

CategoryWondrous ItemCost40000 gp
2024 SRD

This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see “Monsters” for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table. **Gem** **Summoned Elemental** Blue sapphire Air Elemental Emerald Water Elemental Red corundum Fire Elemental Yellow diamond Earth Elemental

CategoryWondrous ItemCost400 gp
2024 SRD

A mount with a carrying capacity of 1,320 pounds.

CategoryMountCost200 gp
2024 SRD

When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.

CategoryPotionCost2000 gp
2024 SRD

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

CategoryArmorCost4000 gpPropertiesChain Mail or Chain Shirt
2024 SRD

A holy emblem borne on a shield or tabard as a spellcasting focus.

CategoryHoly SymbolCost5 gp
2024 SRD

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. **Arrow of Restraint.** Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. **Arrow of Transport.** As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. **Energy Ladder.** As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

CategoryWeaponCost40000 gpPropertiesLongbow or Shortbow
2024 SRD

A backpack, a bedroll, a bell, a bullseye lantern, 3 costumes, a mirror, 8 flasks of oil, 9 days of rations, a tinderbox and a waterskin.

CategoryEquipment PackCost40 gpWeight58.5 lb.
2024 SRD

As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the *Gust of * *Wind* spell) disperses the cloud after 1 minute.

CategoryWondrous ItemCost400 gp
2024 SRD

A backpack, a bedroll, 2 flasks of oil, 10 days of rations, a rope, a tinderbox, 10 torches and a waterskin.

CategoryEquipment PackCost10 gpWeight55 lb.
2024 SRD