As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon.
On a hit, the target takes 2d6 acid damage.
Adamantine Armor
Uncommon
Armor
Yes
500 Gold(500 Gold)
Adamantine Armor
Uncommon
Armor
Yes
500 Gold
500 Gold
0 lbs
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Alchemist's fire (flask)
Common
Adventuring Gear
No
50 Gold(50 Gold)
Alchemist's fire (flask)
Common
Adventuring Gear
No
50 Gold
50 Gold
10 lbs
This sticky, adhesive fluid ignites when exposed to air.
As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon.
On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Alchemist's Supplies
Common
Tools
No
50 Gold(50 Gold)
Alchemist's Supplies
Common
Tools
No
50 Gold
50 Gold
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.
Alms box
Common
Adventuring Gear
No
0(0)
Alms box
Common
Adventuring Gear
No
0
0
0 lbs
A small box for alms, typically found in a priest's pack.
Ammunition, +1, +2, or +3
Varies
Ammunition
Yes
(Dm discretion)
Ammunition, +1, +2, or +3
Varies
Ammunition
Yes
Dm discretion
0 lbs
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition, +1
Uncommon
Ammunition
Yes
500 Gold(2 Silver, 5 Copper)
Ammunition, +1
Uncommon
Ammunition
Yes
500 Gold
2 Silver, 5 Copper
0 lbs
Weapon (any ammunition), uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition, +2
Rare
Ammunition
Yes
5 000 Gold(100 Gold)
Ammunition, +2
Rare
Ammunition
Yes
5 000 Gold
100 Gold
0 lbs
Weapon (any ammunition), rare
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ammunition, +3
Very Rare
Ammunition
Yes
50 000 Gold(400 Gold)
Ammunition, +3
Very Rare
Ammunition
Yes
50 000 Gold
400 Gold
0 lbs
Weapon (any ammunition), very rare
You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Amulet
Common
Adventuring Gear
No
5 Gold(5 Gold)
Amulet
Common
Adventuring Gear
No
5 Gold
5 Gold
10 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.
Amulet of Health
Rare
Wondrous Items
Yes
5 000 Gold(8 000 Gold)
Amulet of Health
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher
Amulet of Proof against Detection and Location
Uncommon
Wondrous Items
Yes
500 Gold(20 000 Gold)
Amulet of Proof against Detection and Location
Uncommon
Wondrous Items
Yes
500 Gold
20 000 Gold
0 lbs
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Amulet of the Planes
Very Rare
Wondrous Items
Yes
50 000 Gold(160 000 Gold)
Amulet of the Planes
Very Rare
Wondrous Items
Yes
50 000 Gold
160 000 Gold
0 lbs
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Animal Feed (1 day)
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
5 Copper(5 Copper)
Animal Feed (1 day)
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
5 Copper
5 Copper
100 lbs
Animated Shield
Very Rare
Armor
Yes
50 000 Gold(6 000 Gold)
Animated Shield
Very Rare
Armor
Yes
50 000 Gold
6 000 Gold
0 lbs
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Antitoxin (vial)
Common
Adventuring Gear
No
50 Gold(50 Gold)
Antitoxin (vial)
Common
Adventuring Gear
No
50 Gold
50 Gold
0 lbs
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Apparatus of the Crab
Legendary
Wondrous Items
Yes
100 000 Gold(10 000 Gold)
Apparatus of the Crab
Legendary
Wondrous Items
Yes
100 000 Gold
10 000 Gold
0 lbs
Wondrous item, legendary
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The apparatus of the Crab is a Large object with the following statistics:
Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.
Apparatus of the Crab Levers
| Lever | Up | Down |
|---|---|---|
| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |
| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |
| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |
| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |
| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |
| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |
| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |
| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |
Armor, +1, +2, or +3
Varies
Armor
Yes
(Dm discretion)
Armor, +1, +2, or +3
Varies
Armor
Yes
Dm discretion
0 lbs
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Armor, +1
Rare
Armor
Yes
5 000 Gold(1 500 Gold)
Armor, +1
Rare
Armor
Yes
5 000 Gold
1 500 Gold
0 lbs
Armor (light, medium, or heavy), rare
You have a +1 bonus to AC while wearing this armor.
Armor, +2
Very Rare
Armor
Yes
50 000 Gold(6 000 Gold)
Armor, +2
Very Rare
Armor
Yes
50 000 Gold
6 000 Gold
0 lbs
Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.
Armor, +3
Legendary
Armor
Yes
100 000 Gold(24 000 Gold)
Armor, +3
Legendary
Armor
Yes
100 000 Gold
24 000 Gold
0 lbs
Armor (light, medium, or heavy), legendary
You have a +3 bonus to AC while wearing this armor.
Armor of Invulnerability
Legendary
Armor
Yes
100 000 Gold(18 000 Gold)
Armor of Invulnerability
Legendary
Armor
Yes
100 000 Gold
18 000 Gold
0 lbs
Armor (plate), legendary (requires attunement)
You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Armor of Resistance
Rare
Armor
Yes
5 000 Gold(6 000 Gold)
Armor of Resistance
Rare
Armor
Yes
5 000 Gold
6 000 Gold
0 lbs
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
| d10 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
Armor of Vulnerability
Rare
Armor
Yes
5 000 Gold(Dm discretion)
Armor of Vulnerability
Rare
Armor
Yes
5 000 Gold
Dm discretion
0 lbs
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
***Curse.*** This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).