A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.*** 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 Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or(6 000 Or)
Ebony Fly Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or
6 000 Or
0 lbs
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Ebony Fly.*** This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly 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.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Golden Lions.*** 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 Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or(400 Or)
Ivory Goats Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or
400 Or
0 lbs
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Ivory Goats.*** 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:
The goat of traveling 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 beast 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 its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can 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 an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Marble Elephant Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or(6 000 Or)
Marble Elephant Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or
6 000 Or
0 lbs
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Marble Elephant.*** This marble statuette is about 4 inches high and long. 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 Figurine of Wondrous Power
Very Rare
Wondrous Items
Oui
50 000 Or(128 000 Or)
Obsidian Steed Figurine of Wondrous Power
Very Rare
Wondrous Items
Oui
50 000 Or
128 000 Or
0 lbs
Wondrous item, very rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Obsidian Steed.*** 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.
If you have a good alignment, 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 Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or(3 000 Or)
Onyx Dog Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or
3 000 Or
0 lbs
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Onyx Dog.*** 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 darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Serpentine Owl Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or(8 000 Or)
Serpentine Owl Figurine of Wondrous Power
Rare
Wondrous Items
Oui
5 000 Or
8 000 Or
0 lbs
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Serpentine Owl.*** This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Silver Raven Figurine of Wondrous Power
Uncommon
Wondrous Items
Oui
500 Or(5 000 Or)
Silver Raven Figurine of Wondrous Power
Uncommon
Wondrous Items
Oui
500 Or
5 000 Or
0 lbs
Wondrous item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
***Silver Raven.*** 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 allows you to cast the animal messenger spell on it at will.
Fishing tackle
Common
Adventuring Gear
Non
1 Or(1 Or)
Fishing tackle
Common
Adventuring Gear
Non
1 Or
1 Or
40 lbs
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flail
Common
Weapon (Martial Melee)
Non
10 Or(10 Or)
Flail
Common
Weapon (Martial Melee)
Non
10 Or
10 Or
20 lbs
Flame Tongue
Rare
Weapon
Oui
5 000 Or(5 000 Or)
Flame Tongue
Rare
Weapon
Oui
5 000 Or
5 000 Or
0 lbs
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Flask or tankard
Common
Adventuring Gear
Non
2 Cuivre(2 Cuivre)
Flask or tankard
Common
Adventuring Gear
Non
2 Cuivre
2 Cuivre
10 lbs
Flute
Common
Tools
Non
2 Or(2 Or)
Flute
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.
Folding Boat
Rare
Wondrous Items
Oui
5 000 Or(10 000 Or)
Folding Boat
Rare
Wondrous Items
Oui
5 000 Or
10 000 Or
0 lbs
Wondrous item, rare
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 you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
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.
The third command word causes the folding boat to fold back into a box, provided that 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.
Forgery Kit
Common
Adventuring Gear
Non
15 Or(15 Or)
Forgery Kit
Common
Adventuring Gear
Non
15 Or
15 Or
50 lbs
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Frost Brand
Very Rare
Weapon
Oui
50 000 Or(2 200 Or)
Frost Brand
Very Rare
Weapon
Oui
50 000 Or
2 200 Or
0 lbs
Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade 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 you. This property can be used no more than once per hour.
Galley
Common
Vehicle (Waterborne Vehicles)
Non
30 000 Or(30 000 Or)
Galley
Common
Vehicle (Waterborne Vehicles)
Non
30 000 Or
30 000 Or
0 lbs
Gauntlets of Ogre Power
Uncommon
Wondrous Items
Oui
500 Or(8 000 Or)
Gauntlets of Ogre Power
Uncommon
Wondrous Items
Oui
500 Or
8 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Gem of Brightness
Uncommon
Wondrous Items
Oui
500 Or(5 000 Or)
Gem of Brightness
Uncommon
Wondrous Items
Oui
500 Or
5 000 Or
0 lbs
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed 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 use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30 foot cone originating from it. Each creature in the cone must make 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.
Gem of Seeing
Rare
Wondrous Items
Oui
5 000 Or(32 000 Or)
Gem of Seeing
Rare
Wondrous Items
Oui
5 000 Or
32 000 Or
0 lbs
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and 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.
Giant Slayer
Rare
Weapon
Oui
5 000 Or(7 000 Or)
Giant Slayer
Rare
Weapon
Oui
5 000 Or
7 000 Or
0 lbs
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Glaive
Common
Weapon (Martial Melee)
Non
20 Or(20 Or)
Glaive
Common
Weapon (Martial Melee)
Non
20 Or
20 Or
60 lbs
Glamoured Studded Leather Armor
Rare
Armor
Oui
5 000 Or(2 000 Or)
Glamoured Studded Leather Armor
Rare
Armor
Oui
5 000 Or
2 000 Or
0 lbs
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and 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 remove the armor.
Glassblower's Tools
Common
Tools
Non
30 Or(30 Or)
Glassblower's Tools
Common
Tools
Non
30 Or
30 Or
50 lbs
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Gloves of Missile Snaring
Uncommon
Wondrous Items
Oui
500 Or(3 000 Or)
Gloves of Missile Snaring
Uncommon
Wondrous Items
Oui
500 Or
3 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Gloves of Swimming and Climbing
Uncommon
Wondrous Items
Oui
500 Or(2 000 Or)
Gloves of Swimming and Climbing
Uncommon
Wondrous Items
Oui
500 Or
2 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Goggles of Night
Uncommon
Wondrous Items
Oui
500 Or(1 500 Or)
Goggles of Night
Uncommon
Wondrous Items
Oui
500 Or
1 500 Or
0 lbs
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Grappling hook
Common
Adventuring Gear
Non
2 Or(2 Or)
Grappling hook
Common
Adventuring Gear
Non
2 Or
2 Or
40 lbs
Greataxe
Common
Weapon (Martial Melee)
Non
30 Or(30 Or)
Greataxe
Common
Weapon (Martial Melee)
Non
30 Or
30 Or
70 lbs
Greatclub
Common
Weapon (Simple Melee)
Non
2 Argent(2 Argent)
Greatclub
Common
Weapon (Simple Melee)
Non
2 Argent
2 Argent
100 lbs
Greatsword
Common
Weapon (Martial Melee)
Non
50 Or(50 Or)
Greatsword
Common
Weapon (Martial Melee)
Non
50 Or
50 Or
60 lbs
Halberd
Common
Weapon (Martial Melee)
Non
20 Or(20 Or)
Halberd
Common
Weapon (Martial Melee)
Non
20 Or
20 Or
60 lbs
Half Plate Armor
Common
Armor (Medium)
Non
750 Or(750 Or)
Half Plate Armor
Common
Armor (Medium)
Non
750 Or
750 Or
400 lbs
Hammer
Common
Adventuring Gear
Non
1 Or(1 Or)
Hammer
Common
Adventuring Gear
Non
1 Or
1 Or
30 lbs
Hammer of Thunderbolts
Legendary
Weapon
Oui
100 000 Or(16 000 Or)
Hammer of Thunderbolts
Legendary
Weapon
Oui
100 000 Or
16 000 Or
0 lbs
Weapon (maul), legendary
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, 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 hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Hammer, sledge
Common
Adventuring Gear
Non
2 Or(2 Or)
Hammer, sledge
Common
Adventuring Gear
Non
2 Or
2 Or
100 lbs
Handaxe
Common
Weapon (Simple Melee)
Non
5 Or(5 Or)
Handaxe
Common
Weapon (Simple Melee)
Non
5 Or
5 Or
20 lbs
Handy Haversack
Rare
Wondrous Items
Oui
5 000 Or(2 000 Or)
Handy Haversack
Rare
Wondrous Items
Oui
5 000 Or
2 000 Or
0 lbs
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, 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. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
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 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.
Hat of Disguise
Uncommon
Wondrous Items
Oui
500 Or(5 000 Or)
Hat of Disguise
Uncommon
Wondrous Items
Oui
500 Or
5 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Headband of Intellect
Uncommon
Wondrous Items
Oui
500 Or(8 000 Or)
Headband of Intellect
Uncommon
Wondrous Items
Oui
500 Or
8 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
Healer's Kit
Common
Adventuring Gear
Non
5 Or(5 Or)
Healer's Kit
Common
Adventuring Gear
Non
5 Or
5 Or
30 lbs
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Helm of Brilliance
Very Rare
Wondrous Items
Oui
50 000 Or(450 Or)
Helm of Brilliance
Very Rare
Wondrous Items
Oui
50 000 Or
450 Or
0 lbs
Wondrous item, very rare (requires attunement)
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
As long as the helm has at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Helm of Comprehending Languages
Uncommon
Wondrous Items
Oui
500 Or(500 Or)
Helm of Comprehending Languages
Uncommon
Wondrous Items
Oui
500 Or
500 Or
0 lbs
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Helm of Telepathy
Uncommon
Wondrous Items
Oui
500 Or(12 000 Or)
Helm of Telepathy
Uncommon
Wondrous Items
Oui
500 Or
12 000 Or
0 lbs
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Helm of Teleportation
Rare
Wondrous Items
Oui
5 000 Or(64 000 Or)
Helm of Teleportation
Rare
Wondrous Items
Oui
5 000 Or
64 000 Or
0 lbs
Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3
expended charges daily at dawn.
Herbalism Kit
Common
Adventuring Gear
Non
5 Or(5 Or)
Herbalism Kit
Common
Adventuring Gear
Non
5 Or
5 Or
30 lbs
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Hide Armor
Common
Armor (Medium)
Non
10 Or(10 Or)
Hide Armor
Common
Armor (Medium)
Non
10 Or
10 Or
120 lbs
Holy Avenger
Legendary
Weapon
Oui
100 000 Or(165 000 Or)
Holy Avenger
Legendary
Weapon
Oui
100 000 Or
165 000 Or
0 lbs
Weapon (any sword), legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Holy water (flask)
Common
Adventuring Gear
Non
25 Or(25 Or)
Holy water (flask)
Common
Adventuring Gear
Non
25 Or
25 Or
10 lbs
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon.
If the target is a fiend or undead, it takes 2d6 radiant damage.
A cleric or paladin may create holy water by performing a special ritual.
The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Horn
Common
Tools
Non
3 Or(3 Or)
Horn
Common
Tools
Non
3 Or
3 Or
20 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.
Horn of Blasting
Rare
Wondrous Items
Oui
5 000 Or(450 Or)
Horn of Blasting
Rare
Wondrous Items
Oui
5 000 Or
450 Or
0 lbs
Wondrous item, rare
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Horn of Valhalla
Varies
Wondrous Items
Oui
(À la discrétion du MJ)
Horn of Valhalla
Varies
Wondrous Items
Oui
À la discrétion du MJ
0 lbs
Wondrous item, rare (silver or brass), very rare (bronze) or legendary (iron)
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |
| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |
| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Brass Horn of Valhalla
Rare
Wondrous Items
Oui
5 000 Or(8 400 Or)
Brass Horn of Valhalla
Rare
Wondrous Items
Oui
5 000 Or
8 400 Or
0 lbs
Wondrous item, rare
You can use an action to blow this horn. In response, 3d4 + 3 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
If you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Bronze Horn of Valhalla
Very Rare
Wondrous Items
Oui
50 000 Or(11 200 Or)
Bronze Horn of Valhalla
Very Rare
Wondrous Items
Oui
50 000 Or
11 200 Or
0 lbs
Wondrous item, very rare
You can use an action to blow this horn. In response, 4d4 + 4 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
If you blow the horn without having proficiency with all medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Iron Horn of Valhalla
Legendary
Wondrous Items
Oui
100 000 Or(14 000 Or)
Iron Horn of Valhalla
Legendary
Wondrous Items
Oui
100 000 Or
14 000 Or
0 lbs
Wondrous item, legendary
You can use an action to blow this horn. In response, 5d4 + 5 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
If you blow the horn without having proficiency with all martial weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Silver Horn of Valhalla
Rare
Wondrous Items
Oui
5 000 Or(5 600 Or)
Silver Horn of Valhalla
Rare
Wondrous Items
Oui
5 000 Or
5 600 Or
0 lbs
Wondrous item, rare
You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The summoned berserkers are friendly to you and your companions and follow your commands.
Horse, draft
Common
Vehicle (Mounts and Other Animals)
Non
50 Or(50 Or)
Horse, draft
Common
Vehicle (Mounts and Other Animals)
Non
50 Or
50 Or
0 lbs
Horse, riding
Common
Vehicle (Mounts and Other Animals)
Non
75 Or(75 Or)
Horse, riding
Common
Vehicle (Mounts and Other Animals)
Non
75 Or
75 Or
0 lbs
Horseshoes of a Zephyr
Very Rare
Wondrous Items
Oui
50 000 Or(1 500 Or)
Horseshoes of a Zephyr
Very Rare
Wondrous Items
Oui
50 000 Or
1 500 Or
0 lbs
Wondrous item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Horseshoes of Speed
Rare
Wondrous Items
Oui
5 000 Or(5 000 Or)
Horseshoes of Speed
Rare
Wondrous Items
Oui
5 000 Or
5 000 Or
0 lbs
Wondrous item, rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Hourglass
Common
Adventuring Gear
Non
25 Or(25 Or)
Hourglass
Common
Adventuring Gear
Non
25 Or
25 Or
10 lbs
Hunting trap
Common
Adventuring Gear
Non
5 Or(5 Or)
Hunting trap
Common
Adventuring Gear
Non
5 Or
5 Or
250 lbs
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground.
A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long).
A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Immovable Rod
Uncommon
Rod
Oui
500 Or(5 000 Or)
Immovable Rod
Uncommon
Rod
Oui
500 Or
5 000 Or
0 lbs
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Ink (1 ounce bottle)
Common
Adventuring Gear
Non
10 Or(10 Or)
Ink (1 ounce bottle)
Common
Adventuring Gear
Non
10 Or
10 Or
0 lbs
Ink pen
Common
Adventuring Gear
Non
2 Cuivre(2 Cuivre)
Ink pen
Common
Adventuring Gear
Non
2 Cuivre
2 Cuivre
0 lbs
Instant Fortress
Rare
Wondrous Items
Oui
5 000 Or(75 000 Or)
Instant Fortress
Rare
Wondrous Items
Oui
5 000 Or
75 000 Or
0 lbs
Wondrous item, rare
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,
immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Ioun Stone
Varies
Wondrous Items
Oui
(À la discrétion du MJ)
Ioun Stone
Varies
Wondrous Items
Oui
À la discrétion du MJ
0 lbs
Wondrous item, varies (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Absorption (Very Rare).*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
***Agility (Very Rare).*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
***Awareness (Rare).*** You can't be surprised while this dark blue rhomboid orbits your head.
***Fortitude (Very Rare).*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
***Greater Absorption (Legendary).*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
***Insight (Very Rare).*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
***Intellect (Very Rare).*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
***Leadership (Very Rare).*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
***Mastery (Legendary).*** Your proficiency bonus increases by 1 while this pale green prism orbits your head.
***Protection (Rare).*** You gain a +1 bonus to AC while this dusty rose prism orbits your head.
***Regeneration (Legendary).*** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
***Reserve (Rare).*** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
***Strength (Very Rare).*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
***Sustenance (Rare).*** You don't need to eat or drink while this clear spindle orbits your head.
Ioun Stone of Absorption
Very Rare
Wondrous Items
Oui
50 000 Or(2 400 Or)
Ioun Stone of Absorption
Very Rare
Wondrous Items
Oui
50 000 Or
2 400 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Absorption.*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Ioun Stone of Agility
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Agility
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Agility.*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness
Rare
Wondrous Items
Oui
5 000 Or(12 000 Or)
Ioun Stone of Awareness
Rare
Wondrous Items
Oui
5 000 Or
12 000 Or
0 lbs
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Awareness.*** You can't be surprised while this dark blue rhomboid orbits your head.
Ioun Stone of Fortitude
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Fortitude
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Fortitude.*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Ioun Stone of Greater Absorption
Legendary
Wondrous Items
Oui
100 000 Or(31 000 Or)
Ioun Stone of Greater Absorption
Legendary
Wondrous Items
Oui
100 000 Or
31 000 Or
0 lbs
Wondrous item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Greater Absorption.*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Ioun Stone of Insight
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Insight
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Insight.*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Ioun Stone of Intellect
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Intellect
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Intellect.*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Ioun Stone of Leadership
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Leadership
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Leadership.*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Ioun Stone of Mastery
Legendary
Wondrous Items
Oui
100 000 Or(15 000 Or)
Ioun Stone of Mastery
Legendary
Wondrous Items
Oui
100 000 Or
15 000 Or
0 lbs
Wondrous item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Mastery.*** Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Ioun Stone of Protection
Rare
Wondrous Items
Oui
5 000 Or(1 200 Or)
Ioun Stone of Protection
Rare
Wondrous Items
Oui
5 000 Or
1 200 Or
0 lbs
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Protection.*** You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Ioun Stone of Regeneration
Legendary
Wondrous Items
Oui
100 000 Or(4 000 Or)
Ioun Stone of Regeneration
Legendary
Wondrous Items
Oui
100 000 Or
4 000 Or
0 lbs
Wondrous item, legendary (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Regeneration.*** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Ioun Stone of Reserve
Rare
Wondrous Items
Oui
5 000 Or(6 000 Or)
Ioun Stone of Reserve
Rare
Wondrous Items
Oui
5 000 Or
6 000 Or
0 lbs
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Reserve.*** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Ioun Stone of Strength
Very Rare
Wondrous Items
Oui
50 000 Or(3 000 Or)
Ioun Stone of Strength
Very Rare
Wondrous Items
Oui
50 000 Or
3 000 Or
0 lbs
Wondrous item, very rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Strength.*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Ioun Stone of Sustenance
Rare
Wondrous Items
Oui
5 000 Or(1 000 Or)
Ioun Stone of Sustenance
Rare
Wondrous Items
Oui
5 000 Or
1 000 Or
0 lbs
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
***Sustenance.*** You don't need to eat or drink while this clear spindle orbits your head.
Iron Bands of Binding
Rare
Wondrous Items
Oui
5 000 Or(4 000 Or)
Iron Bands of Binding
Rare
Wondrous Items
Oui
5 000 Or
4 000 Or
0 lbs
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Iron Flask
Legendary
Wondrous Items
Oui
100 000 Or(À la discrétion du MJ)
Iron Flask
Legendary
Wondrous Items
Oui
100 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, legendary
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
| d100 | Contents |
|---|---|
| 1-50 | Empty |
| 51-54 | Demon (type 1) |
| 55-58 | Demon (type 2) |
| 59-62 | Demon (type 3) |
| 63-64 | Demon (type 4) |
| 65 | Demon (type 5) |
| 66 | Demon (type 6) |
| 67 | Deva |
| 68-69 | Devil (greater) |
| 70-73 | Devil (lesser) |
| 74-75 | Djinni |
| 76-77 | Efreeti |
| 78-83 | Elemental (any) |
| 84-86 | Invisible stalker |
| 87-90 | Night hag |
| 91 | Planetar |
| 92-95 | Salamander |
| 96 | Solar |
| 97-99 | Succubus/incubus |
| 100 | Xorn |
Javelin
Common
Weapon (Simple Melee)
Non
5 Argent(5 Argent)
Javelin
Common
Weapon (Simple Melee)
Non
5 Argent
5 Argent
20 lbs
Javelin of Lightning
Uncommon
Weapon
Oui
500 Or(1 500 Or)
Javelin of Lightning
Uncommon
Weapon
Oui
500 Or
1 500 Or
0 lbs
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Jeweler's Tools
Common
Tools
Non
25 Or(25 Or)
Jeweler's Tools
Common
Tools
Non
25 Or
25 Or
20 lbs
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Jug or pitcher
Common
Adventuring Gear
Non
2 Cuivre(2 Cuivre)
Jug or pitcher
Common
Adventuring Gear
Non
2 Cuivre
2 Cuivre
40 lbs
Keelboat
Common
Vehicle (Waterborne Vehicles)
Non
3 000 Or(3 000 Or)
Keelboat
Common
Vehicle (Waterborne Vehicles)
Non
3 000 Or
3 000 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.
Ladder (10-foot)
Common
Adventuring Gear
Non
1 Argent(1 Argent)
Ladder (10-foot)
Common
Adventuring Gear
Non
1 Argent
1 Argent
250 lbs
Lamp
Common
Adventuring Gear
Non
5 Argent(5 Argent)
Lamp
Common
Adventuring Gear
Non
5 Argent
5 Argent
10 lbs
A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lance
Common
Weapon (Martial Melee)
Non
10 Or(10 Or)
Lance
Common
Weapon (Martial Melee)
Non
10 Or
10 Or
60 lbs
Lantern, bullseye
Common
Adventuring Gear
Non
10 Or(10 Or)
Lantern, bullseye
Common
Adventuring Gear
Non
10 Or
10 Or
20 lbs
A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, hooded
Common
Adventuring Gear
Non
5 Or(5 Or)
Lantern, hooded
Common
Adventuring Gear
Non
5 Or
5 Or
20 lbs
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lantern of Revealing
Uncommon
Wondrous Items
Oui
500 Or(5 000 Or)
Lantern of Revealing
Uncommon
Wondrous Items
Oui
500 Or
5 000 Or
0 lbs
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5 foot radius.
Leather Armor
Common
Armor (Light)
Non
10 Or(10 Or)
Leather Armor
Common
Armor (Light)
Non
10 Or
10 Or
100 lbs
Leatherworker's Tools
Common
Tools
Non
5 Or(5 Or)
Leatherworker's Tools
Common
Tools
Non
5 Or
5 Or
50 lbs
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Light hammer
Common
Weapon (Simple Melee)
Non
2 Or(2 Or)
Light hammer
Common
Weapon (Simple Melee)
Non
2 Or
2 Or
20 lbs
Little bag of sand
Common
Adventuring Gear
Non
0(0)
Little bag of sand
Common
Adventuring Gear
Non
0
0
0 lbs
A small bag of sand, typically found in a scholar's pack.
Lock
Common
Adventuring Gear
Non
10 Or(10 Or)
Lock
Common
Adventuring Gear
Non
10 Or
10 Or
10 lbs
A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.