Equipment

464 results

A blowpipe, small marver, blocks and a bench for shaping hot glass.

CategoryToolCost30 gpWeight5 lb.
2024 SRD

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.

CategoryWondrous ItemCost400 gp
2024 SRD

While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

CategoryWondrous ItemCost400 gp
2024 SRD

These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

CategoryWondrous ItemCost400 gp
2024 SRD

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

CategoryWondrous ItemCost400 gp
2024 SRD

A three-pronged iron hook for anchoring a rope at a distance.

CategoryAdventuring GearCost2 gpWeight4 lb.
2024 SRD

A huge double-bitted axe swung with the whole body.

CategoryMartial Melee WeaponCost30 gpWeight7 lb.Damage1d12 slashingPropertiesHeavy, Two-Handed
2024 SRD

A massive club of knotted wood that needs both hands to swing.

CategorySimple Melee WeaponCost2 spWeight10 lb.Damage1d8 bludgeoningPropertiesTwo-Handed
2024 SRD

A two-handed blade as tall as the wielder’s shoulder.

CategoryMartial Melee WeaponCost50 gpWeight6 lb.Damage2d6 slashingPropertiesHeavy, Two-Handed
2024 SRD

An axe blade and spike mounted on a long shaft.

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

Shaped metal plates covering most of the body, with simple greaves strapped over the legs.

CategoryMedium ArmorCost750 gpWeight40 lb.AC15 + Dex modifier (max 2)
2024 SRD

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. **Giant’s Bane.** While you are attuned to the weapon and wearing either a *Belt of Giant Strength* or *Gauntlets of Ogre Power* to which you are also attuned, you gain the following benefits: **Giants’ Bane.** When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. **Might of Giants.** The Strength score bestowed by your *Belt of Giant Strength* or *Gauntlets of Ogre * *Power* increases by 4, to a maximum of 30.

CategoryWeaponCost200000 gpPropertiesMaul or Warhammer
2024 SRD

A crossbow small enough to aim and fire one-handed.

CategoryMartial Ranged WeaponCost75 gpWeight3 lb.Damage1d6 piercingPropertiesAmmunition (Range 30/120; Bolt), Light, Loading
2024 SRD

A short-hafted axe light enough to throw.

CategorySimple Melee WeaponCost5 gpWeight2 lb.Damage1d6 slashingPropertiesLight, Thrown (Range 20/60)
2024 SRD

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a *Bag of Holding*, *Portable Hole*, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

CategoryWondrous ItemCost4000 gp
2024 SRD

While wearing this hat, you can cast the *Disguise * *Self* spell. The spell ends if the hat is removed.

CategoryWondrous ItemCost400 gp
2024 SRD

This pointed hat has the following properties. **Spellcasting Focus.** While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. **Unknown Spell.** While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. **1d100** **Effect** 01–50 You cast a random spell determined by rolling 1d10: on a **1**, *Enlarge/Reduce* (enlarge effect); on a **2**, *Enlarge/Reduce* (reduce effect); on a **3**, *Faerie Fire*; on a **4**, *Fireball*; on a **5**, *Gust of * *Wind*; on a **6**, *Invisibility* (cast on yourself); on a **7**, *Lightning Bolt*; on an **8**, *Phantasmal Force*; on a **9**, *Polymorph*; on a **10**, *Stinking Cloud*. 51–55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56–60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. 61–65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a **1**, a vial of Acid; on a **2**, a flask of Alchemist’s Fire; on a **3**, a Crowbar; on a **4**, a lit Torch. 66–70 You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour. 71–75 You have the Petrified condition until the end of your next turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a **1**, a Dagger; on a **2**, a Rope with a Grappling Hook tied to one end; on a **3**, a bag of Caltrops; on a **4**, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a **1**, a **Camel**; on a **2**, a **Constrictor Snake**; on a **3**, an **Elephant**; on a **4**, a **Mule**. **1d100** **Effect** 86–90 A Hostile **Swarm of Bats** flies out of the hat, occupies your space, and attacks you. 91–95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The GM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a **1–3**, Common; on a **4–5**, Uncommon; on a **6**, Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.

CategoryWondrous ItemCost40000 gp
2024 SRD

Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

CategoryWondrous ItemCost400 gp
2024 SRD

Bandages, salves and splints with ten uses, each stabilising a dying creature without a check.

CategoryAdventuring GearCost5 gpWeight3 lb.
2024 SRD

A massive crossbow with punishing range and a slow reload.

CategoryMartial Ranged WeaponCost50 gpWeight18 lb.Damage1d10 piercingPropertiesAmmunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed
2024 SRD