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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Abacus Common Adventuring Gear No 2 Gold (2 Gold)
Abacus
Common
Adventuring Gear
No
2 Gold
2 Gold
20 lbs

Acid (vial) Common Adventuring Gear No 25 Gold (25 Gold)
Acid (vial)
Common
Adventuring Gear
No
25 Gold
25 Gold
10 lbs

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. |

| 2 | Forward window shutter opens. | Forward window shutter closes. |

| 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).

Arrow Common Adventuring Gear No 1 Gold (1 Gold)
Arrow
Common
Adventuring Gear
No
1 Gold
1 Gold
10 lbs

Arrow-Catching Shield Rare Armor Yes 5 000 Gold (6 000 Gold)
Arrow-Catching Shield
Rare
Armor
Yes
5 000 Gold
6 000 Gold
0 lbs

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Arrow of Slaying Very Rare Ammunition Yes 50 000 Gold (600 Gold)
Arrow of Slaying
Very Rare
Ammunition
Yes
50 000 Gold
600 Gold
0 lbs

Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Backpack Common Adventuring Gear No 2 Gold (2 Gold)
Backpack
Common
Adventuring Gear
No
2 Gold
2 Gold
50 lbs

Bag of Beans Rare Wondrous Items Yes 5 000 Gold (Dm discretion)
Bag of Beans
Rare
Wondrous Items
Yes
5 000 Gold
Dm discretion
0 lbs

Wondrous item, rare

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.

| d100 | Effect |

|---|---|

| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |

| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |

| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |

| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |

| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |

| 41-50 | 1d6 + 6 shriekers sprout |

| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |

| 61-70 | A hungry bulette burrows up and attacks. |

| 71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |

| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |

| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |

| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |

Bag of Devouring Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Bag of Devouring
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Bag of Holding Uncommon Wondrous Items Yes 500 Gold (4 000 Gold)
Bag of Holding
Uncommon
Wondrous Items
Yes
500 Gold
4 000 Gold
0 lbs

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Bag of Tricks Uncommon Wondrous Items Yes 500 Gold (Dm discretion)
Bag of Tricks
Uncommon
Wondrous Items
Yes
500 Gold
Dm discretion
0 lbs

Wondrous item, uncommon

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.

Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag:

| d8 | Creature |

|---|---|

| 01 | Weasel |

| 02 | Giant Rat |

| 03 | Badger |

| 04 | Boar |

| 05 | Panther |

| 06 | Giant Badger |

| 07 | Dire Wolf |

| 08 | Giant Elk |

Rust Bag:

| d8 | Creature |

|---|---|

| 01 | Rat |

| 02 | Owl |

| 03 | Mastiff |

| 04 | Goat |

| 05 | Giant Goat |

| 06 | Giant Boar |

| 07 | Lion |

| 08 | Brown Bear |

Tan Bag:

| d8 | Creature |

|---|---|

| 01 | Jackal |

| 02 | Ape |

| 03 | Baboon |

| 04 | Axe Beak |

| 05 | Black Bear |

| 06 | Giant Weasel |

| 07 | Giant Hyena |

| 08 | Tiger |

Gray Bag of Tricks Uncommon Wondrous Items Yes 500 Gold (Dm discretion)
Gray Bag of Tricks
Uncommon
Wondrous Items
Yes
500 Gold
Dm discretion
0 lbs

Wondrous item, uncommon

This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.

Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag:

| d8 | Creature |

|---|---|

| 01 | Weasel |

| 02 | Giant Rat |

| 03 | Badger |

| 04 | Boar |

| 05 | Panther |

| 06 | Giant Badger |

| 07 | Dire Wolf |

| 08 | Giant Elk |

Rust Bag of Tricks Uncommon Wondrous Items Yes 500 Gold (Dm discretion)
Rust Bag of Tricks
Uncommon
Wondrous Items
Yes
500 Gold
Dm discretion
0 lbs

Wondrous item, uncommon

This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.

Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Rust Bag:

| d8 | Creature |

|---|---|

| 01 | Rat |

| 02 | Owl |

| 03 | Mastiff |

| 04 | Goat |

| 05 | Giant Goat |

| 06 | Giant Boar |

| 07 | Lion |

| 08 | Brown Bear |

Tan Bag of Tricks Uncommon Wondrous Items Yes 500 Gold (Dm discretion)
Tan Bag of Tricks
Uncommon
Wondrous Items
Yes
500 Gold
Dm discretion
0 lbs

Wondrous item, uncommon

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.

Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Tan Bag:

| d8 | Creature |

|---|---|

| 01 | Jackal |

| 02 | Ape |

| 03 | Baboon |

| 04 | Axe Beak |

| 05 | Black Bear |

| 06 | Giant Weasel |

| 07 | Giant Hyena |

| 08 | Tiger |

Bagpipes Common Tools No 30 Gold (30 Gold)
Bagpipes
Common
Tools
No
30 Gold
30 Gold
60 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.

Ball bearings (bag of 1,000) Common Adventuring Gear No 1 Gold (1 Gold)
Ball bearings (bag of 1,000)
Common
Adventuring Gear
No
1 Gold
1 Gold
20 lbs

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side.

A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone.

A creature moving through the area at half speed doesn't need to make the save.

Barding: Breastplate Common Vehicle (Tack, Harness, and Drawn Vehicles) No 1 600 Gold (1 600 Gold)
Barding: Breastplate
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
1 600 Gold
1 600 Gold
400 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Chain mail Common Vehicle (Tack, Harness, and Drawn Vehicles) No 300 Gold (300 Gold)
Barding: Chain mail
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
300 Gold
300 Gold
1 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Chain shirt Common Vehicle (Tack, Harness, and Drawn Vehicles) No 200 Gold (200 Gold)
Barding: Chain shirt
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
200 Gold
200 Gold
400 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Half plate Common Vehicle (Tack, Harness, and Drawn Vehicles) No 3 000 Gold (3 000 Gold)
Barding: Half plate
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
3 000 Gold
3 000 Gold
800 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Hide Common Vehicle (Tack, Harness, and Drawn Vehicles) No 40 Gold (40 Gold)
Barding: Hide
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
40 Gold
40 Gold
240 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Leather Common Vehicle (Tack, Harness, and Drawn Vehicles) No 40 Gold (40 Gold)
Barding: Leather
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
40 Gold
40 Gold
200 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Padded Common Vehicle (Tack, Harness, and Drawn Vehicles) No 20 Gold (20 Gold)
Barding: Padded
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
20 Gold
20 Gold
160 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Plate Common Vehicle (Tack, Harness, and Drawn Vehicles) No 6 000 Gold (6 000 Gold)
Barding: Plate
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
6 000 Gold
6 000 Gold
1 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Ring mail Common Vehicle (Tack, Harness, and Drawn Vehicles) No 12 Gold (12 Gold)
Barding: Ring mail
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
12 Gold
12 Gold
800 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Scale mail Common Vehicle (Tack, Harness, and Drawn Vehicles) No 200 Gold (200 Gold)
Barding: Scale mail
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
200 Gold
200 Gold
900 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Splint Common Vehicle (Tack, Harness, and Drawn Vehicles) No 800 Gold (800 Gold)
Barding: Splint
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
800 Gold
800 Gold
1 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barding: Studded Leather Common Vehicle (Tack, Harness, and Drawn Vehicles) No 180 Gold (180 Gold)
Barding: Studded Leather
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
180 Gold
180 Gold
260 lbs

Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Barrel Common Adventuring Gear No 2 Gold (2 Gold)
Barrel
Common
Adventuring Gear
No
2 Gold
2 Gold
700 lbs

Basket Common Adventuring Gear No 4 Silver (4 Silver)
Basket
Common
Adventuring Gear
No
4 Silver
4 Silver
20 lbs

Battleaxe Common Weapon (Martial Melee) No 10 Gold (10 Gold)
Battleaxe
Common
Weapon (Martial Melee)
No
10 Gold
10 Gold
40 lbs

Bead of Force Rare Wondrous Items Yes 5 000 Gold (960 Gold)
Bead of Force
Rare
Wondrous Items
Yes
5 000 Gold
960 Gold
0 lbs

Wondrous item, rare

This small black Sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.

You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A Sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this Sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the Sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No Attack or other Effect can.

An enclosed creature can use its action to push against the sphere's wall, moving the Sphere up to half the creature's walking speed. The Sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Bedroll Common Adventuring Gear No 1 Gold (1 Gold)
Bedroll
Common
Adventuring Gear
No
1 Gold
1 Gold
70 lbs

Bell Common Adventuring Gear No 1 Gold (1 Gold)
Bell
Common
Adventuring Gear
No
1 Gold
1 Gold
0 lbs

Belt of Dwarvenkind Rare Wondrous Items Yes 5 000 Gold (6 000 Gold)
Belt of Dwarvenkind
Rare
Wondrous Items
Yes
5 000 Gold
6 000 Gold
0 lbs

Wondrous Items, rare (requires attunement)

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.

You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

You can speak, read, and write Dwarvish.

Belt of Giant Strength Varies Wondrous Items Yes (Dm discretion)
Belt of Giant Strength
Varies
Wondrous Items
Yes
Dm discretion
0 lbs

Wondrous item, rarity varies (requires attunement)

While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Six varieties of this belt exist, corresponding with and having rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.

| Type | Strength | Rarity |

|---|---|---|

| Hill Giant | 21 | Rare |

| Stone Giant / Frost Giant | 23 | Very Rare |

| Fire Giant | 25 | Very Rare |

| Cloud Giant | 27 | Legendary |

| Storm Giant | 29 | Legendary |

Belt of Cloud Giant Strength Legendary Wondrous Items Yes 100 000 Gold (Dm discretion)
Belt of Cloud Giant Strength
Legendary
Wondrous Items
Yes
100 000 Gold
Dm discretion
0 lbs

Wondrous item, legendary (requires attunement)

While wearing this belt, your Strength score changes to 27. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Belt of Fire Giant Strength Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Belt of Fire Giant Strength
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare (requires attunement)

While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Belt of Frost Giant Strength Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Belt of Frost Giant Strength
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare (requires attunement)

While wearing this belt, your Strength score changes to 23. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Belt of Hill Giant Strength Rare Wondrous Items Yes 5 000 Gold (Dm discretion)
Belt of Hill Giant Strength
Rare
Wondrous Items
Yes
5 000 Gold
Dm discretion
0 lbs

Wondrous item, rare (requires attunement)

While wearing this belt, your Strength score changes to a 21. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Belt of Stone Giant Strength Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Belt of Stone Giant Strength
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare (requires attunement)

While wearing this belt, your Strength score changes to a 23. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Belt of Storm Giant Strength Legendary Wondrous Items Yes 100 000 Gold (Dm discretion)
Belt of Storm Giant Strength
Legendary
Wondrous Items
Yes
100 000 Gold
Dm discretion
0 lbs

Wondrous item, legendary (requires attunement)

While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.

Berserker Axe Rare Weapon Yes 5 000 Gold (Dm discretion)
Berserker Axe
Rare
Weapon
Yes
5 000 Gold
Dm discretion
0 lbs

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, while you are attuned to this weapon, your Hit Points maximum increases by 1 for each level you have attained.

***Curse.*** This axe is Cursed, and becoming attuned to it extends the curse to you. As long as you remain Cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on Attack rolls with Weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a Hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to Attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to Attack the next nearest creature after you fell your current target. If you have multiple possible Targets, you Attack one at random. You are berserk until you start Your Turn with no creatures within 60 feet of you that you can see or hear.

Bit and bridle Common Vehicle (Tack, Harness, and Drawn Vehicles) No 2 Gold (2 Gold)
Bit and bridle
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
2 Gold
2 Gold
10 lbs

Blanket Common Adventuring Gear No 5 Silver (5 Silver)
Blanket
Common
Adventuring Gear
No
5 Silver
5 Silver
30 lbs

Block and tackle Common Adventuring Gear No 1 Gold (1 Gold)
Block and tackle
Common
Adventuring Gear
No
1 Gold
1 Gold
50 lbs

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Block of incense Common Adventuring Gear No 0 (0)
Block of incense
Common
Adventuring Gear
No
0
0
0 lbs

A block of incense, typically found in a priest's pack.

Blowgun Common Weapon (Martial Ranged) No 10 Gold (10 Gold)
Blowgun
Common
Weapon (Martial Ranged)
No
10 Gold
10 Gold
10 lbs

Blowgun needle Common Adventuring Gear No 1 Gold (1 Gold)
Blowgun needle
Common
Adventuring Gear
No
1 Gold
1 Gold
10 lbs

Book Common Adventuring Gear No 25 Gold (25 Gold)
Book
Common
Adventuring Gear
No
25 Gold
25 Gold
50 lbs

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Boots of Elvenkind Uncommon Wondrous Items Yes 500 Gold (2 500 Gold)
Boots of Elvenkind
Uncommon
Wondrous Items
Yes
500 Gold
2 500 Gold
0 lbs

Wondrous item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Boots of Levitation Rare Wondrous Items Yes 5 000 Gold (4 000 Gold)
Boots of Levitation
Rare
Wondrous Items
Yes
5 000 Gold
4 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Boots of Speed Rare Wondrous Items Yes 5 000 Gold (4 000 Gold)
Boots of Speed
Rare
Wondrous Items
Yes
5 000 Gold
4 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Boots of Striding and Springing Uncommon Wondrous Items Yes 500 Gold (5 000 Gold)
Boots of Striding and Springing
Uncommon
Wondrous Items
Yes
500 Gold
5 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Boots of the Winterlands Uncommon Wondrous Items Yes 500 Gold (10 000 Gold)
Boots of the Winterlands
Uncommon
Wondrous Items
Yes
500 Gold
10 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

* You have resistance to cold damage.

* You ignore difficult terrain created by ice or snow.

* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Bottle, glass Common Adventuring Gear No 2 Gold (2 Gold)
Bottle, glass
Common
Adventuring Gear
No
2 Gold
2 Gold
20 lbs

Bowl of Commanding Water Elementals Rare Wondrous Items Yes 5 000 Gold (8 000 Gold)
Bowl of Commanding Water Elementals
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs

Wondrous item, rare

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

Bracers of Archery Uncommon Wondrous Items Yes 500 Gold (1 500 Gold)
Bracers of Archery
Uncommon
Wondrous Items
Yes
500 Gold
1 500 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of Defense Rare Wondrous Items Yes 5 000 Gold (6 000 Gold)
Bracers of Defense
Rare
Wondrous Items
Yes
5 000 Gold
6 000 Gold
0 lbs

Wondous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Brazier of Commanding Fire Elementals Rare Wondrous Items Yes 5 000 Gold (8 000 Gold)
Brazier of Commanding Fire Elementals
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.

The brazier weighs 5 pounds.

Breastplate Common Armor (Medium) No 400 Gold (400 Gold)
Breastplate
Common
Armor (Medium)
No
400 Gold
400 Gold
200 lbs

Brewer's Supplies Common Tools No 20 Gold (20 Gold)
Brewer's Supplies
Common
Tools
No
20 Gold
20 Gold
90 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.

Brooch of Shielding Uncommon Wondrous Items Yes 500 Gold (7 500 Gold)
Brooch of Shielding
Uncommon
Wondrous Items
Yes
500 Gold
7 500 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Broom of Flying Uncommon Wondrous Items Yes 500 Gold (8 000 Gold)
Broom of Flying
Uncommon
Wondrous Items
Yes
500 Gold
8 000 Gold
0 lbs

Wondrous item, uncommon

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Bucket Common Adventuring Gear No 5 Copper (5 Copper)
Bucket
Common
Adventuring Gear
No
5 Copper
5 Copper
20 lbs

Burglar's Pack Common Adventuring Gear No 16 Gold (16 Gold)
Burglar's Pack
Common
Adventuring Gear
No
16 Gold
16 Gold
0 lbs

Calligrapher's Supplies Common Tools No 10 Gold (10 Gold)
Calligrapher's Supplies
Common
Tools
No
10 Gold
10 Gold
50 lbs

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Caltrops Common Adventuring Gear No 5 Copper (5 Copper)
Caltrops
Common
Adventuring Gear
No
5 Copper
5 Copper
20 lbs

As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side.

Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage.

Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point.

A creature moving through the area at half speed doesn't need to make the save.

Camel Common Vehicle (Mounts and Other Animals) No 50 Gold (50 Gold)
Camel
Common
Vehicle (Mounts and Other Animals)
No
50 Gold
50 Gold
0 lbs

Candle Common Adventuring Gear No 1 Copper (1 Copper)
Candle
Common
Adventuring Gear
No
1 Copper
1 Copper
0 lbs

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Candle of Invocation Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Candle of Invocation
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare (requires attunement)

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly.

| d20 | Alignment |

|---|---|

| 1-2 | Chaotic evil |

| 3-4 | Chaotic neutral |

| 5-7 | Chaotic good |

| 8-9 | Neutral evil |

| 10-11 | Neutral |

| 12-13 | Neutral good |

| 14-15 | Lawful evil |

| 16-17 | Lawful neutral |

| 18-20 | Lawful good |

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1stlevel spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Cape of the Mountebank Rare Wondrous Items Yes 5 000 Gold (8 000 Gold)
Cape of the Mountebank
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs

Wondrous item, rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Carpenter's Tools Common Tools No 8 Gold (8 Gold)
Carpenter's Tools
Common
Tools
No
8 Gold
8 Gold
60 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.

Carpet of Flying Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Carpet of Flying
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

| d100 | Size | Capacity | Flying Speed |

|---|---|---|---|

| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |

| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |

| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |

| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Carpet of Flying (3 ft. × 5 ft.) Very Rare Wondrous Items Yes 50 000 Gold (12 000 Gold)
Carpet of Flying (3 ft. × 5 ft.)
Very Rare
Wondrous Items
Yes
50 000 Gold
12 000 Gold
0 lbs

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

This carpet is 3 feet by 5 feet and has a flying speed of 80 feet. It can carry up to 400 pounds, but its flying speed becomes 40 feet while carrying over 200 pounds.

Carpet of Flying (4 ft. × 6 ft.) Very Rare Wondrous Items Yes 50 000 Gold (12 000 Gold)
Carpet of Flying (4 ft. × 6 ft.)
Very Rare
Wondrous Items
Yes
50 000 Gold
12 000 Gold
0 lbs

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

This carpet is 4 feet by 6 feet and has a flying speed of 60 feet. It can carry up to 800 pounds, but its flying speed becomes 30 feet while carrying over 400 pounds.

Carpet of Flying (5 ft. × 7 ft.) Very Rare Wondrous Items Yes 50 000 Gold (12 000 Gold)
Carpet of Flying (5 ft. × 7 ft.)
Very Rare
Wondrous Items
Yes
50 000 Gold
12 000 Gold
0 lbs

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.

Carpet of Flying (6 ft. × 9 ft.) Very Rare Wondrous Items Yes 50 000 Gold (12 000 Gold)
Carpet of Flying (6 ft. × 9 ft.)
Very Rare
Wondrous Items
Yes
50 000 Gold
12 000 Gold
0 lbs

Wondrous item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

This carpet is 6 feet by 9 feet and has a flying speed of 30 feet. It can carry up to 1600 pounds, but its flying speed becomes 15 feet while carrying over 800 pounds.


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© Designed by The Friendly Mage and his companions. (2026)