Nom | Rareté | Type | Magique | Coût (Coût recommandé) | Description |
---|---|---|---|---|---|
Dwarven Thrower | Very Rare | Weapon | Oui | 50 000 Or (18 000 Or) |
Dwarven ThrowerVery Rare
Weapon
Oui
50 000 Or
18 000 Or
0 lbs
Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |
Efficient Quiver | Uncommon | Wondrous Items | Oui | 500 Or (1 000 Or) |
Efficient QuiverUncommon
Wondrous Items
Oui
500 Or
1 000 Or
0 lbs
Wondrous item, uncommon Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
Efreeti Bottle | Very Rare | Wondrous Items | Oui | 50 000 Or (À la discrétion du MJ) |
Efreeti BottleVery Rare
Wondrous Items
Oui
50 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. | d100 | Effect | |---|---| | 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | | 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | | 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | |
Elemental Gem | Uncommon | Wondrous Items | Oui | 500 Or (À la discrétion du MJ) |
Elemental GemUncommon
Wondrous Items
Oui
500 Or
À la discrétion du MJ
0 lbs
Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. | Gem | Summoned Elemental | |---|---| | Blue sapphire | Air elemental | | Yellow diamond | Earth elemental | | Red corundum | Fire elemental | | Emerald | Water elemental | |
Air Elemental Gem | Uncommon | Wondrous Items | Oui | 500 Or (960 Or) |
Air Elemental GemUncommon
Wondrous Items
Oui
500 Or
960 Or
0 lbs
Wondrous item, uncommon This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. |
Earth Elemental Gem | Uncommon | Wondrous Items | Oui | 500 Or (960 Or) |
Earth Elemental GemUncommon
Wondrous Items
Oui
500 Or
960 Or
0 lbs
Wondrous item, uncommon This yellow diamond contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. |
Fire Elemental Gem | Uncommon | Wondrous Items | Oui | 500 Or (960 Or) |
Fire Elemental GemUncommon
Wondrous Items
Oui
500 Or
960 Or
0 lbs
Wondrous item, uncommon This red corundum contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. |
Water Elemental Gem | Uncommon | Wondrous Items | Oui | 500 Or (960 Or) |
Water Elemental GemUncommon
Wondrous Items
Oui
500 Or
960 Or
0 lbs
Wondrous item, uncommon This emerald contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. |
Elephant | Common | Vehicle (Mounts and Other Animals) | Non | 200 Or (200 Or) |
ElephantCommon
Vehicle (Mounts and Other Animals)
Non
200 Or
200 Or
0 lbs
|
Elven Chain | Rare | Armor | Oui | 5 000 Or (4 000 Or) |
Elven ChainRare
Armor
Oui
5 000 Or
4 000 Or
0 lbs
Armor (chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. |
Emblem | Common | Adventuring Gear | Non | 5 Or (5 Or) |
EmblemCommon
Adventuring Gear
Non
5 Or
5 Or
0 lbs
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. |
Entertainer's Pack | Common | Adventuring Gear | Non | 40 Or (40 Or) |
Entertainer's PackCommon
Adventuring Gear
Non
40 Or
40 Or
0 lbs
|
Eversmoking Bottle | Uncommon | Wondrous Items | Oui | 500 Or (1 000 Or) |
Eversmoking BottleUncommon
Wondrous Items
Oui
500 Or
1 000 Or
0 lbs
Wondrous item, uncommon Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. |
Explorer's Pack | Common | Adventuring Gear | Non | 10 Or (10 Or) |
Explorer's PackCommon
Adventuring Gear
Non
10 Or
10 Or
0 lbs
|
Eyes of Charming | Uncommon | Wondrous Items | Oui | 500 Or (3 000 Or) |
Eyes of CharmingUncommon
Wondrous Items
Oui
500 Or
3 000 Or
0 lbs
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. |
Eyes of Minute Seeing | Uncommon | Wondrous Items | Oui | 500 Or (2 500 Or) |
Eyes of Minute SeeingUncommon
Wondrous Items
Oui
500 Or
2 500 Or
0 lbs
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
Eyes of the Eagle | Uncommon | Wondrous Items | Oui | 500 Or (2 500 Or) |
Eyes of the EagleUncommon
Wondrous Items
Oui
500 Or
2 500 Or
0 lbs
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. |
Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (À la discrétion du MJ) |
Feather TokenRare
Wondrous Items
Oui
5 000 Or
À la discrétion du MJ
0 lbs
Wondrous item, rare This tiny object looks like a feather. Different types of feather tokens exist, each with a different single use effect. The GM chooses the kind of token or determines it randomly. | d100 | Feather Token | |---|---| | 01-20 | Anchor | | 21-35 | Bird | | 36-50 | Fan | | 51-65 | Swan boat | | 66-90 | Tree | | 91-100 | Whip | ***Anchor.*** You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. ***Bird.*** You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. ***Fan.*** If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. ***Swan Boat.*** You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. ***Tree.*** You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. ***Whip.*** You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. |
Anchor Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (50 Or) |
Anchor Feather TokenRare
Wondrous Items
Oui
5 000 Or
50 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. |
Bird Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (3 000 Or) |
Bird Feather TokenRare
Wondrous Items
Oui
5 000 Or
3 000 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. |
Fan Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (250 Or) |
Fan Feather TokenRare
Wondrous Items
Oui
5 000 Or
250 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. |
Swan Boat Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (3 000 Or) |
Swan Boat Feather TokenRare
Wondrous Items
Oui
5 000 Or
3 000 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. |
Tree Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (50 Or) |
Tree Feather TokenRare
Wondrous Items
Oui
5 000 Or
50 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. |
Whip Feather Token | Rare | Wondrous Items | Oui | 5 000 Or (250 Or) |
Whip Feather TokenRare
Wondrous Items
Oui
5 000 Or
250 Or
0 lbs
Wondrous item, rare This tiny object looks like a feather. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. |
Figurine of Wondrous Power | Varies | Wondrous Items | Oui | (À la discrétion du MJ) |
Figurine of Wondrous PowerVaries
Wondrous Items
Oui
À la discrétion du MJ
0 lbs
Wondrous item, rarity by figurine 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 (Rare).*** This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. ***Ebony Fly (Rare).*** This ebony statuette 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. Giant Fly Large beast, unaligned Armor Class 11 Hit Points 19 (3d10 + 3) Speed 30 ft., fly 60 ft. | STR | DEX | CON | INT | WIS | CHA | |---|---|---|---|---|---| | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | Senses darkvision 60 ft., passive Perception 10 Languages - ***Golden Lions (Rare).*** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. ***Ivory Goats (Rare).*** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: 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 (Rare).*** 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 (Very Rare).*** This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. 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 (Rare).*** This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has 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 (Rare).*** 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 (Uncommon).*** This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |