While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Small knife
Common
Adventuring Gear
Non
0(0)
Small knife
Common
Adventuring Gear
Non
0
0
0 lbs
A small knife, typically found in a scholar's pack.
Smith's Tools
Common
Tools
Non
20 Or(20 Or)
Smith's Tools
Common
Tools
Non
20 Or
20 Or
80 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.
Soap
Common
Adventuring Gear
Non
2 Cuivre(2 Cuivre)
Soap
Common
Adventuring Gear
Non
2 Cuivre
2 Cuivre
0 lbs
Sovereign Glue
Legendary
Wondrous Items
Oui
100 000 Or(400 Or)
Sovereign Glue
Legendary
Wondrous Items
Oui
100 000 Or
400 Or
0 lbs
Wondrous item, legendary
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Spear
Common
Weapon (Simple Melee)
Non
1 Or(1 Or)
Spear
Common
Weapon (Simple Melee)
Non
1 Or
1 Or
30 lbs
Spell Scroll
Varies
Scroll
Oui
(À la discrétion du MJ)
Spell Scroll
Varies
Scroll
Oui
À la discrétion du MJ
0 lbs
Scroll, varies
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.
Spell Scroll (table)
| Spell Level | Rarity | Save DC | Attack Bonus |
|---|---|---|---|
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
| 3rd | Uncommon | 15 | +7 |
| 4th | Rare | 15 | +7 |
| 5th | Rare | 17 | +9 |
| 6th | Very rare | 17 | +9 |
| 7th | Very rare | 18 | +10 |
| 8th | Very rare | 18 | +10 |
| 9th | Legendary | 19 | +11 |
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (1st)
Common
Scroll
Oui
100 Or(60 Or)
Spell Scroll (1st)
Common
Scroll
Oui
100 Or
60 Or
0 lbs
Scroll, common
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 1st level spell. The spell's saving throw is 13 and the attack bonus is +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (2nd)
Uncommon
Scroll
Oui
500 Or(120 Or)
Spell Scroll (2nd)
Uncommon
Scroll
Oui
500 Or
120 Or
0 lbs
Scroll, uncommon
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 2nd level spell. The spell's saving throw is 13 and the attack bonus is +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (3rd)
Uncommon
Scroll
Oui
500 Or(200 Or)
Spell Scroll (3rd)
Uncommon
Scroll
Oui
500 Or
200 Or
0 lbs
Scroll, uncommon
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 3rd level spell. The spell's saving throw is 15 and the attack bonus is +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (4th)
Rare
Scroll
Oui
5 000 Or(320 Or)
Spell Scroll (4th)
Rare
Scroll
Oui
5 000 Or
320 Or
0 lbs
Scroll, rare
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 4th level spell. The spell's saving throw is 15 and the attack bonus is +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (5th)
Rare
Scroll
Oui
5 000 Or(640 Or)
Spell Scroll (5th)
Rare
Scroll
Oui
5 000 Or
640 Or
0 lbs
Scroll, rare
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 5th level spell. The spell's saving throw is 17 and the attack bonus is +9.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 15. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (6th)
Very Rare
Scroll
Oui
50 000 Or(12 Or, 8 Cuivre)
Spell Scroll (6th)
Very Rare
Scroll
Oui
50 000 Or
12 Or, 8 Cuivre
0 lbs
Scroll, very rare
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 6th level spell. The spell's saving throw is 18 and the attack bonus is +10.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 16. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (7th)
Very Rare
Scroll
Oui
50 000 Or(2 560 Or)
Spell Scroll (7th)
Very Rare
Scroll
Oui
50 000 Or
2 560 Or
0 lbs
Scroll, very rare
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 7th level spell. The spell's saving throw is 18 and the attack bonus is +10.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (8th)
Very Rare
Scroll
Oui
50 000 Or(5 120 Or)
Spell Scroll (8th)
Very Rare
Scroll
Oui
50 000 Or
5 120 Or
0 lbs
Scroll, very rare
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains an 8th level spell. The spell's saving throw is 18 and the attack bonus is +10.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 18. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (9th)
Legendary
Scroll
Oui
100 000 Or(10 240 Or)
Spell Scroll (9th)
Legendary
Scroll
Oui
100 000 Or
10 240 Or
0 lbs
Scroll, legendary
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 9th level spell. The spell's saving throw is 19 and the attack bonus is +11.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 19. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (Cantrip)
Common
Scroll
Oui
100 Or(10 Or)
Spell Scroll (Cantrip)
Common
Scroll
Oui
100 Or
10 Or
0 lbs
Scroll, common
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is uninterrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a cantrip. The spell's saving throw is 13 and the attack bonus is +5.
Spellbook
Common
Adventuring Gear
Non
50 Or(50 Or)
Spellbook
Common
Adventuring Gear
Non
50 Or
50 Or
30 lbs
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Spellguard Shield
Very Rare
Armor
Oui
50 000 Or(50 000 Or)
Spellguard Shield
Very Rare
Armor
Oui
50 000 Or
50 000 Or
0 lbs
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Sphere of Annihilation
Legendary
Wondrous Items
Oui
100 000 Or(15 000 Or)
Sphere of Annihilation
Legendary
Wondrous Items
Oui
100 000 Or
15 000 Or
0 lbs
Wondrous item, legendary
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.
| d100 | Result |
|---|---|
| 01-50 | The sphere is destroyed. |
| 51-85 | The sphere moves through the portal or into the extradimensional space. |
| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |
Spike, iron
Common
Adventuring Gear
Non
1 Argent(1 Argent)
Spike, iron
Common
Adventuring Gear
Non
1 Argent
1 Argent
50 lbs
Splint Armor
Common
Armor (Heavy)
Non
200 Or(200 Or)
Splint Armor
Common
Armor (Heavy)
Non
200 Or
200 Or
600 lbs
Sprig of mistletoe
Common
Adventuring Gear
Non
1 Or(1 Or)
Sprig of mistletoe
Common
Adventuring Gear
Non
1 Or
1 Or
0 lbs
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Spyglass
Common
Adventuring Gear
Non
1 000 Or(1 000 Or)
Spyglass
Common
Adventuring Gear
Non
1 000 Or
1 000 Or
10 lbs
Objects viewed through a spyglass are magnified to twice their size.
Stabling (1 day)
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
5 Argent(5 Argent)
Stabling (1 day)
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
5 Argent
5 Argent
0 lbs
Staff
Common
Adventuring Gear
Non
5 Or(5 Or)
Staff
Common
Adventuring Gear
Non
5 Or
5 Or
40 lbs
An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Staff of Charming
Rare
Staff
Oui
5 000 Or(12 000 Or)
Staff of Charming
Rare
Staff
Oui
5 000 Or
12 000 Or
0 lbs
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of Fire
Very Rare
Staff
Oui
50 000 Or(16 000 Or)
Staff of Fire
Very Rare
Staff
Oui
50 000 Or
16 000 Or
0 lbs
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Staff of Frost
Very Rare
Staff
Oui
50 000 Or(26 000 Or)
Staff of Frost
Very Rare
Staff
Oui
50 000 Or
26 000 Or
0 lbs
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Staff of Healing
Rare
Staff
Oui
5 000 Or(13 000 Or)
Staff of Healing
Rare
Staff
Oui
5 000 Or
13 000 Or
0 lbs
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Staff of Power
Very Rare
Staff
Oui
50 000 Or(95 000 Or)
Staff of Power
Very Rare
Staff
Oui
50 000 Or
95 000 Or
0 lbs
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
***Power Strike.*** When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
***Spells.*** While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
Staff of Striking
Very Rare
Staff
Oui
50 000 Or(21 000 Or)
Staff of Striking
Very Rare
Staff
Oui
50 000 Or
21 000 Or
0 lbs
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of Swarming Insects
Very Rare
Staff
Oui
50 000 Or(16 000 Or)
Staff of Swarming Insects
Very Rare
Staff
Oui
50 000 Or
16 000 Or
0 lbs
Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
***Insect Cloud.*** While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Staff of the Magi
Legendary
Staff
Oui
100 000 Or(95 500 Or)
Staff of the Magi
Legendary
Staff
Oui
100 000 Or
95 500 Or
0 lbs
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
***Spell Absorption.*** While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
***Spells.*** While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
***Retributive Strike.*** You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| Distance from Origin | Damage |
|---|---|
| 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff |
Staff of the Python
Very Rare
Staff
Oui
50 000 Or(2 000 Or)
Staff of the Python
Very Rare
Staff
Oui
50 000 Or
2 000 Or
0 lbs
Staff, very rare (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Staff of the Woodlands
Rare
Staff
Oui
5 000 Or(44 000 Or)
Staff of the Woodlands
Rare
Staff
Oui
5 000 Or
44 000 Or
0 lbs
Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
***Spells.*** You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. 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.
The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Staff of Thunder and Lightning
Very Rare
Staff
Oui
50 000 Or(10 000 Or)
Staff of Thunder and Lightning
Very Rare
Staff
Oui
50 000 Or
10 000 Or
0 lbs
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Staff of Withering
Rare
Staff
Oui
5 000 Or(3 000 Or)
Staff of Withering
Rare
Staff
Oui
5 000 Or
3 000 Or
0 lbs
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Stone of Controlling Earth Elementals
Rare
Wondrous Items
Oui
5 000 Or(8 000 Or)
Stone of Controlling Earth Elementals
Rare
Wondrous Items
Oui
5 000 Or
8 000 Or
0 lbs
Wondrous item, rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Stone of Good Luck (Luckstone)
Uncommon
Wondrous Items
Oui
500 Or(4 200 Or)
Stone of Good Luck (Luckstone)
Uncommon
Wondrous Items
Oui
500 Or
4 200 Or
0 lbs
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
String (10 feet)
Common
Adventuring Gear
Non
0(0)
String (10 feet)
Common
Adventuring Gear
Non
0
0
0 lbs
A 10-foot length of string, typically found in a burglar's pack.
Studded Leather Armor
Common
Armor (Light)
Non
45 Or(45 Or)
Studded Leather Armor
Common
Armor (Light)
Non
45 Or
45 Or
130 lbs
Sun Blade
Rare
Weapon
Oui
5 000 Or(12 000 Or)
Sun Blade
Rare
Weapon
Oui
5 000 Or
12 000 Or
0 lbs
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sword of Life Stealing
Rare
Weapon
Oui
5 000 Or(1 000 Or)
Sword of Life Stealing
Rare
Weapon
Oui
5 000 Or
1 000 Or
0 lbs
Weapon (any sword), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Very Rare
Weapon
Oui
50 000 Or(1 700 Or)
Sword of Sharpness
Very Rare
Weapon
Oui
50 000 Or
1 700 Or
0 lbs
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10 foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Sword of Wounding
Rare
Weapon
Oui
5 000 Or(2 000 Or)
Sword of Wounding
Rare
Weapon
Oui
5 000 Or
2 000 Or
0 lbs
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Talisman of Pure Good
Legendary
Wondrous Items
Oui
100 000 Or(71 680 Or)
Talisman of Pure Good
Legendary
Wondrous Items
Oui
100 000 Or
71 680 Or
0 lbs
Wondrous item, legendary (requires attunement by a creature of good alignment)
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Talisman of the Sphere
Legendary
Wondrous Items
Oui
100 000 Or(20 000 Or)
Talisman of the Sphere
Legendary
Wondrous Items
Oui
100 000 Or
20 000 Or
0 lbs
Wondrous item, legendary (requires attunement)
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.
Talisman of Ultimate Evil
Legendary
Wondrous Items
Oui
100 000 Or(61 440 Or)
Talisman of Ultimate Evil
Legendary
Wondrous Items
Oui
100 000 Or
61 440 Or
0 lbs
Wondrous item, legendary (requires attunement by a creature of evil alignment)
This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Tent, two-person
Common
Adventuring Gear
Non
2 Or(2 Or)
Tent, two-person
Common
Adventuring Gear
Non
2 Or
2 Or
200 lbs
A simple and portable canvas shelter, a tent sleeps two.
Thieves' Tools
Common
Tools
Non
25 Or(25 Or)
Thieves' Tools
Common
Tools
Non
25 Or
25 Or
10 lbs
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Tinderbox
Common
Adventuring Gear
Non
5 Argent(5 Argent)
Tinderbox
Common
Adventuring Gear
Non
5 Argent
5 Argent
10 lbs
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action.
Lighting any other fire takes 1 minute.
Tinker's Tools
Common
Tools
Non
50 Or(50 Or)
Tinker's Tools
Common
Tools
Non
50 Or
50 Or
100 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.
Tome of Clear Thought
Very Rare
Wondrous Items
Oui
50 000 Or(À la discrétion du MJ)
Tome of Clear Thought
Very Rare
Wondrous Items
Oui
50 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Leadership and Influence
Very Rare
Wondrous Items
Oui
50 000 Or(À la discrétion du MJ)
Tome of Leadership and Influence
Very Rare
Wondrous Items
Oui
50 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Understanding
Very Rare
Wondrous Items
Oui
50 000 Or(À la discrétion du MJ)
Tome of Understanding
Very Rare
Wondrous Items
Oui
50 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, very rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Torch
Common
Adventuring Gear
Non
1 Cuivre(1 Cuivre)
Torch
Common
Adventuring Gear
Non
1 Cuivre
1 Cuivre
10 lbs
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Totem
Common
Adventuring Gear
Non
1 Or(1 Or)
Totem
Common
Adventuring Gear
Non
1 Or
1 Or
0 lbs
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Trident
Common
Weapon (Martial Melee)
Non
5 Or(5 Or)
Trident
Common
Weapon (Martial Melee)
Non
5 Or
5 Or
40 lbs
Trident of Fish Command
Uncommon
Weapon
Oui
500 Or(800 Or)
Trident of Fish Command
Uncommon
Weapon
Oui
500 Or
800 Or
0 lbs
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Universal Solvent
Legendary
Wondrous Items
Oui
100 000 Or(300 Or)
Universal Solvent
Legendary
Wondrous Items
Oui
100 000 Or
300 Or
0 lbs
Wondrous item, legendary
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Vestments
Common
Adventuring Gear
Non
0(0)
Vestments
Common
Adventuring Gear
Non
0
0
0 lbs
Religious clothing, typically found in a priest's pack.
Vial
Common
Adventuring Gear
Non
1 Or(1 Or)
Vial
Common
Adventuring Gear
Non
1 Or
1 Or
0 lbs
Vicious Weapon
Rare
Weapon
Oui
5 000 Or(350 Or)
Vicious Weapon
Rare
Weapon
Oui
5 000 Or
350 Or
0 lbs
Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.
Viol
Common
Tools
Non
30 Or(30 Or)
Viol
Common
Tools
Non
30 Or
30 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.
Vorpal Sword
Legendary
Weapon
Oui
100 000 Or(24 000 Or)
Vorpal Sword
Legendary
Weapon
Oui
100 000 Or
24 000 Or
0 lbs
Weapon (any sword that deals slashing damage), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Wagon
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
35 Or(35 Or)
Wagon
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
Non
35 Or
35 Or
4 lbs
Wand
Common
Adventuring Gear
Non
10 Or(10 Or)
Wand
Common
Adventuring Gear
Non
10 Or
10 Or
10 lbs
An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Wand of Binding
Rare
Wand
Oui
5 000 Or(10 000 Or)
Wand of Binding
Rare
Wand
Oui
5 000 Or
10 000 Or
0 lbs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Enemy Detection
Rare
Wand
Oui
5 000 Or(4 000 Or)
Wand of Enemy Detection
Rare
Wand
Oui
5 000 Or
4 000 Or
0 lbs
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Fear
Rare
Wand
Oui
5 000 Or(10 000 Or)
Wand of Fear
Rare
Wand
Oui
5 000 Or
10 000 Or
0 lbs
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of Fireballs
Rare
Wand
Oui
5 000 Or(32 000 Or)
Wand of Fireballs
Rare
Wand
Oui
5 000 Or
32 000 Or
0 lbs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Lightning Bolts
Rare
Wand
Oui
5 000 Or(32 000 Or)
Wand of Lightning Bolts
Rare
Wand
Oui
5 000 Or
32 000 Or
0 lbs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Magic Detection
Uncommon
Wand
Oui
500 Or(1 500 Or)
Wand of Magic Detection
Uncommon
Wand
Oui
500 Or
1 500 Or
0 lbs
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
Uncommon
Wand
Oui
500 Or(8 000 Or)
Wand of Magic Missiles
Uncommon
Wand
Oui
500 Or
8 000 Or
0 lbs
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Paralysis
Rare
Wand
Oui
5 000 Or(16 000 Or)
Wand of Paralysis
Rare
Wand
Oui
5 000 Or
16 000 Or
0 lbs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Polymorph
Very Rare
Wand
Oui
50 000 Or(32 000 Or)
Wand of Polymorph
Very Rare
Wand
Oui
50 000 Or
32 000 Or
0 lbs
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Secrets
Uncommon
Wand
Oui
500 Or(1 500 Or)
Wand of Secrets
Uncommon
Wand
Oui
500 Or
1 500 Or
0 lbs
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of the War Mage, +1, +2, or +3
Varies
Wand
Oui
(1 200 Or)
Wand of the War Mage, +1, +2, or +3
Varies
Wand
Oui
1 200 Or
0 lbs
Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
Wand of the War Mage, +1
Uncommon
Wand
Oui
500 Or(1 200 Or)
Wand of the War Mage, +1
Uncommon
Wand
Oui
500 Or
1 200 Or
0 lbs
Wand, uncommon (requires attunement by a spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of the War Mage, +2
Rare
Wand
Oui
5 000 Or(4 800 Or)
Wand of the War Mage, +2
Rare
Wand
Oui
5 000 Or
4 800 Or
0 lbs
Wand, rare (requires attunement by a spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of the War Mage, +3
Very Rare
Wand
Oui
50 000 Or(19 200 Or)
Wand of the War Mage, +3
Very Rare
Wand
Oui
50 000 Or
19 200 Or
0 lbs
Wand, very rare (requires attunement by a spellcaster)
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of Web
Uncommon
Wand
Oui
500 Or(8 000 Or)
Wand of Web
Uncommon
Wand
Oui
500 Or
8 000 Or
0 lbs
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Wonder
Rare
Wand
Oui
5 000 Or(À la discrétion du MJ)
Wand of Wonder
Rare
Wand
Oui
5 000 Or
À la discrétion du MJ
0 lbs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
| d100 | Effect |
|---|---|
| 01-05 | You cast slow. |
| 06-10 | You cast faerie fire. |
| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |
| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |
| 26-30 | You cast stinking cloud. |
| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |
| 37-46 | You cast lightning bolt. |
| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |
| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |
| 54-58 | You cast darkness. |
| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |
| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |
| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |
| 70-79 | You cast fireball. |
| 80-84 | You cast invisibility on yourself. |
| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |
| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |
| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
War pick
Common
Weapon (Martial Melee)
Non
5 Or(5 Or)
War pick
Common
Weapon (Martial Melee)
Non
5 Or
5 Or
20 lbs
Warhammer
Common
Weapon (Martial Melee)
Non
15 Or(15 Or)
Warhammer
Common
Weapon (Martial Melee)
Non
15 Or
15 Or
20 lbs
Warhorse
Common
Vehicle (Mounts and Other Animals)
Non
400 Or(400 Or)
Warhorse
Common
Vehicle (Mounts and Other Animals)
Non
400 Or
400 Or
0 lbs
Warship
Common
Vehicle (Waterborne Vehicles)
Non
25 000 Or(25 000 Or)
Warship
Common
Vehicle (Waterborne Vehicles)
Non
25 000 Or
25 000 Or
0 lbs
Waterskin
Common
Adventuring Gear
Non
2 Argent(2 Argent)
Waterskin
Common
Adventuring Gear
Non
2 Argent
2 Argent
50 lbs
Weapon, +1, +2, or +3
Varies
Weapon
Oui
(À la discrétion du MJ)
Weapon, +1, +2, or +3
Varies
Weapon
Oui
À la discrétion du MJ
0 lbs
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
Weapon, +1
Uncommon
Weapon
Oui
500 Or(1 000 Or)
Weapon, +1
Uncommon
Weapon
Oui
500 Or
1 000 Or
0 lbs
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Weapon, +2
Rare
Weapon
Oui
5 000 Or(4 000 Or)
Weapon, +2
Rare
Weapon
Oui
5 000 Or
4 000 Or
0 lbs
Weapon (any), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Weapon, +3
Very Rare
Weapon
Oui
50 000 Or(16 000 Or)
Weapon, +3
Very Rare
Weapon
Oui
50 000 Or
16 000 Or
0 lbs
Weapon (any), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.