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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Gloves of Missile Snaring Uncommon Wondrous Items Yes 500 Gold (3 000 Gold)
Gloves of Missile Snaring
Uncommon
Wondrous Items
Yes
500 Gold
3 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Gloves of Swimming and Climbing Uncommon Wondrous Items Yes 500 Gold (2 000 Gold)
Gloves of Swimming and Climbing
Uncommon
Wondrous Items
Yes
500 Gold
2 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Goggles of Night Uncommon Wondrous Items Yes 500 Gold (1 500 Gold)
Goggles of Night
Uncommon
Wondrous Items
Yes
500 Gold
1 500 Gold
0 lbs

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Grappling hook Common Adventuring Gear No 2 Gold (2 Gold)
Grappling hook
Common
Adventuring Gear
No
2 Gold
2 Gold
40 lbs

Greataxe Common Weapon (Martial Melee) No 30 Gold (30 Gold)
Greataxe
Common
Weapon (Martial Melee)
No
30 Gold
30 Gold
70 lbs

Greatclub Common Weapon (Simple Melee) No 2 Silver (2 Silver)
Greatclub
Common
Weapon (Simple Melee)
No
2 Silver
2 Silver
100 lbs

Greatsword Common Weapon (Martial Melee) No 50 Gold (50 Gold)
Greatsword
Common
Weapon (Martial Melee)
No
50 Gold
50 Gold
60 lbs

Halberd Common Weapon (Martial Melee) No 20 Gold (20 Gold)
Halberd
Common
Weapon (Martial Melee)
No
20 Gold
20 Gold
60 lbs

Half Plate Armor Common Armor (Medium) No 750 Gold (750 Gold)
Half Plate Armor
Common
Armor (Medium)
No
750 Gold
750 Gold
400 lbs

Hammer Common Adventuring Gear No 1 Gold (1 Gold)
Hammer
Common
Adventuring Gear
No
1 Gold
1 Gold
30 lbs

Hammer of Thunderbolts Legendary Weapon Yes 100 000 Gold (16 000 Gold)
Hammer of Thunderbolts
Legendary
Weapon
Yes
100 000 Gold
16 000 Gold
0 lbs

Weapon (maul), legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Hammer, sledge Common Adventuring Gear No 2 Gold (2 Gold)
Hammer, sledge
Common
Adventuring Gear
No
2 Gold
2 Gold
100 lbs

Handaxe Common Weapon (Simple Melee) No 5 Gold (5 Gold)
Handaxe
Common
Weapon (Simple Melee)
No
5 Gold
5 Gold
20 lbs

Handy Haversack Rare Wondrous Items Yes 5 000 Gold (2 000 Gold)
Handy Haversack
Rare
Wondrous Items
Yes
5 000 Gold
2 000 Gold
0 lbs

Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

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

Hat of Disguise Uncommon Wondrous Items Yes 500 Gold (5 000 Gold)
Hat of Disguise
Uncommon
Wondrous Items
Yes
500 Gold
5 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Headband of Intellect Uncommon Wondrous Items Yes 500 Gold (8 000 Gold)
Headband of Intellect
Uncommon
Wondrous Items
Yes
500 Gold
8 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Healer's Kit Common Adventuring Gear No 5 Gold (5 Gold)
Healer's Kit
Common
Adventuring Gear
No
5 Gold
5 Gold
30 lbs

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Helm of Brilliance Very Rare Wondrous Items Yes 50 000 Gold (450 Gold)
Helm of Brilliance
Very Rare
Wondrous Items
Yes
50 000 Gold
450 Gold
0 lbs

Wondrous item, very rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

As long as the helm has at least one ruby, you have resistance to fire damage.

As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Helm of Comprehending Languages Uncommon Wondrous Items Yes 500 Gold (500 Gold)
Helm of Comprehending Languages
Uncommon
Wondrous Items
Yes
500 Gold
500 Gold
0 lbs

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Helm of Telepathy Uncommon Wondrous Items Yes 500 Gold (12 000 Gold)
Helm of Telepathy
Uncommon
Wondrous Items
Yes
500 Gold
12 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Helm of Teleportation Rare Wondrous Items Yes 5 000 Gold (64 000 Gold)
Helm of Teleportation
Rare
Wondrous Items
Yes
5 000 Gold
64 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3

expended charges daily at dawn.

Herbalism Kit Common Adventuring Gear No 5 Gold (5 Gold)
Herbalism Kit
Common
Adventuring Gear
No
5 Gold
5 Gold
30 lbs

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Hide Armor Common Armor (Medium) No 10 Gold (10 Gold)
Hide Armor
Common
Armor (Medium)
No
10 Gold
10 Gold
120 lbs

Holy Avenger Legendary Weapon Yes 100 000 Gold (165 000 Gold)
Holy Avenger
Legendary
Weapon
Yes
100 000 Gold
165 000 Gold
0 lbs

Weapon (any sword), legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Holy water (flask) Common Adventuring Gear No 25 Gold (25 Gold)
Holy water (flask)
Common
Adventuring Gear
No
25 Gold
25 Gold
10 lbs

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon.

If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual.

The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.


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