Equipment

464 results

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast *Charm Person* (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell’s level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.

CategoryWondrous ItemCost400 gp
2024 SRD

These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

CategoryWondrous ItemCost400 gp
2024 SRD

These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

CategoryWondrous ItemCost400 gp
2024 SRD

This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. **Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. **Bird (Rare).** You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a **Roc**, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. **Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action. **Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. **Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. **Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition. **Feather Tokens** **1d100** **Token** **Rarity** 01–20 Anchor Uncommon 21–35 Bird Rare 36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare

CategoryWondrous ItemCost400 gp
2024 SRD

One day’s feed for a mount.

CategoryTack and HarnessCost5 cpWeight10 lb.
2024 SRD

A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. **Bronze Griffon (Rare).** This bronze statuette is of a griffon rampant. It can become a **Griffon** for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. **Ebony Fly (Rare).**This ebony statuette, carved in the likeness of a horsefly, can become a **Giant Fly** (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. **Giant Fly** *Large Beast, Unaligned* **AC **11 **Initiative** +1 (11) **HP** 19 (3d10 + 3) **Speed** 30 ft., Fly 60 ft. MOD SAVE MOD SAVE MOD SAVE **S***tr** 14 +2 +2 **D***ex** 13 +1 +1 **C***on** 13 +1 +1 **I***nt** 2 -4 -4 **W***is** 10 +0 +0 **C***ha** 3 -4 -4 **Senses** Darkvision 60 ft., Passive Perception 10 **Languages** None **CR** 0 (XP 0; PB +2) **Golden Lions (Rare).** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. **Ivory Goats (Rare).** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: **Goat of Terror.** This figurine can become a **Giant ** **Goat** for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a *+1 Lance*, and the other becomes a* +2 Longsword*. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. **Goat of Traveling.** This figurine can become a Large goat with the same statistics as a **Riding ** **Horse**. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. **Goat of Travail.** This figurine can become a **Giant ** **Goat** for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. **Marble Elephant (Rare).** This marble statuette resembles a trumpeting elephant. It can become an **Elephant** for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. **Obsidian Steed (Very Rare).** This polished obsidian horse can become a **Nightmare** for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. The figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. **Onyx Dog (Rare).** This onyx statuette of a dog can become a **Mastiff** for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. **Serpentine Owl (Rare).** This serpentine statuette of an owl can become a **Giant Owl** for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed. **Silver Raven (Uncommon).** This silver statuette of a raven can become a **Raven** for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast *Animal Messenger* on it.

CategoryWondrous ItemCost400 gp
2024 SRD

A spiked head on a chain, hard to parry and harder to predict.

CategoryMartial Melee WeaponCost10 gpWeight2 lb.Damage1d8 bludgeoning
2024 SRD

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40- foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

CategoryWeaponCost4000 gpPropertiesAny Melee Weapon
2024 SRD

A Flask holds up to 1 pint.

CategoryAdventuring GearCost2 cpWeight1 lb.
2024 SRD

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

CategoryToolCost2 gpWeight1 lb.
2024 SRD

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: **First Command Word.** The box unfolds into a Rowboat. **Second Command Word.** The box unfolds into a Keelboat. **Third Command Word.** The *Folding Boat* folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in “Equipment.” If either vessel is reduced to 0 Hit Points, the *Folding Boat* is destroyed.

CategoryWondrous ItemCost4000 gp
2024 SRD

Papers, parchments, seals, sealing wax, gold and silver leaf, and fine pens.

CategoryToolCost15 gpWeight5 lb.
2024 SRD

When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.

CategoryWeaponCost40000 gpPropertiesGlaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword
2024 SRD

A large oared warship crewed by eighty hands.

CategoryVehicle (Water)Cost30000 gp
2024 SRD

Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

CategoryWondrous ItemCost400 gp
2024 SRD

This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: **First Command Word.** The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. **Second Command Word.** You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. **Third Command Word.** You expend 5 charges and cause the gem to flare with intense light in a 30- foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 GP.

CategoryWondrous ItemCost400 gp
2024 SRD

This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.

CategoryWondrous ItemCost4000 gp
2024 SRD

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or have the Prone condition.

CategoryWeaponCost4000 gpPropertiesAny Simple or Martial
2024 SRD

A long polearm ending in a single sweeping blade.

CategoryMartial Melee WeaponCost20 gpWeight6 lb.Damage1d10 slashingPropertiesHeavy, Reach, Two-Handed
2024 SRD

While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

CategoryArmorCost4000 gpPropertiesStudded Leather Armor
2024 SRD