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Équipements


Nom Rareté Type Magique Coût (Coût recommandé) Description
Rod of Security Very Rare Rod Oui 50 000 Or (90 000 Or)
Rod of Security
Very Rare
Rod
Oui
50 000 Or
90 000 Or
0 lbs

Rod, very rare

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Rope, hempen (50 feet) Common Adventuring Gear Non 1 Or (1 Or)
Rope, hempen (50 feet)
Common
Adventuring Gear
Non
1 Or
1 Or
100 lbs

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Rope of Climbing Uncommon Wondrous Items Oui 500 Or (2 000 Or)
Rope of Climbing
Uncommon
Wondrous Items
Oui
500 Or
2 000 Or
0 lbs

Wondrous item, uncommon

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1 foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Entanglement Rare Wondrous Items Oui 5 000 Or (4 000 Or)
Rope of Entanglement
Rare
Wondrous Items
Oui
5 000 Or
4 000 Or
0 lbs

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope, silk (50 feet) Common Adventuring Gear Non 10 Or (10 Or)
Rope, silk (50 feet)
Common
Adventuring Gear
Non
10 Or
10 Or
50 lbs

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Rowboat Common Vehicle (Waterborne Vehicles) Non 50 Or (50 Or)
Rowboat
Common
Vehicle (Waterborne Vehicles)
Non
50 Or
50 Or
0 lbs

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Sack Common Adventuring Gear Non 1 Cuivre (1 Cuivre)
Sack
Common
Adventuring Gear
Non
1 Cuivre
1 Cuivre
0 lbs

Saddle, Exotic Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 60 Or (60 Or)
Saddle, Exotic
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
60 Or
60 Or
500 lbs

An exotic saddle is required for riding any aquatic or flying mount.

Saddle, Military Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 20 Or (20 Or)
Saddle, Military
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
20 Or
20 Or
300 lbs

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.

Saddle, Pack Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 5 Or (5 Or)
Saddle, Pack
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
5 Or
5 Or
150 lbs

Saddle, Riding Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 10 Or (10 Or)
Saddle, Riding
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
10 Or
10 Or
250 lbs

Saddlebags Common Vehicle (Tack, Harness, and Drawn Vehicles) Non 4 Or (4 Or)
Saddlebags
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
4 Or
4 Or
80 lbs

Sailing ship Common Vehicle (Waterborne Vehicles) Non 10 000 Or (10 000 Or)
Sailing ship
Common
Vehicle (Waterborne Vehicles)
Non
10 000 Or
10 000 Or
0 lbs

Scale Mail Common Armor (Medium) Non 50 Or (50 Or)
Scale Mail
Common
Armor (Medium)
Non
50 Or
50 Or
450 lbs

Scale, merchant's Common Adventuring Gear Non 5 Or (5 Or)
Scale, merchant's
Common
Adventuring Gear
Non
5 Or
5 Or
30 lbs

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Scarab of Protection Legendary Wondrous Items Oui 100 000 Or (36 000 Or)
Scarab of Protection
Legendary
Wondrous Items
Oui
100 000 Or
36 000 Or
0 lbs

Wondrous item, legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

You have advantage on saving throws against spells.

The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Scholar's Pack Common Adventuring Gear Non 40 Or (40 Or)
Scholar's Pack
Common
Adventuring Gear
Non
40 Or
40 Or
0 lbs

Scimitar Common Weapon (Martial Melee) Non 25 Or (25 Or)
Scimitar
Common
Weapon (Martial Melee)
Non
25 Or
25 Or
30 lbs

Scimitar of Speed Very Rare Weapon Oui 50 000 Or (6 000 Or)
Scimitar of Speed
Very Rare
Weapon
Oui
50 000 Or
6 000 Or
0 lbs

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Sealing wax Common Adventuring Gear Non 5 Argent (5 Argent)
Sealing wax
Common
Adventuring Gear
Non
5 Argent
5 Argent
0 lbs

Shawm Common Tools Non 2 Or (2 Or)
Shawm
Common
Tools
Non
2 Or
2 Or
10 lbs

Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Shield Common Armor (Shield) Non 10 Or (10 Or)
Shield
Common
Armor (Shield)
Non
10 Or
10 Or
60 lbs

Shield of Missile Attraction Rare Armor Oui 5 000 Or (6 000 Or)
Shield of Missile Attraction
Rare
Armor
Oui
5 000 Or
6 000 Or
0 lbs

Armor (shield), rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Shortbow Common Weapon (Simple Ranged) Non 25 Or (25 Or)
Shortbow
Common
Weapon (Simple Ranged)
Non
25 Or
25 Or
20 lbs

Shortsword Common Weapon (Martial Melee) Non 10 Or (10 Or)
Shortsword
Common
Weapon (Martial Melee)
Non
10 Or
10 Or
20 lbs


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