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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Horn Common Tools No 3 Gold (3 Gold)
Horn
Common
Tools
No
3 Gold
3 Gold
20 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.

Horn of Blasting Rare Wondrous Items Yes 5 000 Gold (450 Gold)
Horn of Blasting
Rare
Wondrous Items
Yes
5 000 Gold
450 Gold
0 lbs

Wondrous item, rare

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Horn of Valhalla Varies Wondrous Items Yes (Dm discretion)
Horn of Valhalla
Varies
Wondrous Items
Yes
Dm discretion
0 lbs

Wondrous item, rare (silver or brass), very rare (bronze) or legendary (iron)

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

| d100 | Horn Type | Berserkers Summoned | Requirement |

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

| 01-40 | Silver | 2d4 + 2 | None |

| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |

| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |

| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Brass Horn of Valhalla Rare Wondrous Items Yes 5 000 Gold (8 400 Gold)
Brass Horn of Valhalla
Rare
Wondrous Items
Yes
5 000 Gold
8 400 Gold
0 lbs

Wondrous item, rare

You can use an action to blow this horn. In response, 3d4 + 3 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

If you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Bronze Horn of Valhalla Very Rare Wondrous Items Yes 50 000 Gold (11 200 Gold)
Bronze Horn of Valhalla
Very Rare
Wondrous Items
Yes
50 000 Gold
11 200 Gold
0 lbs

Wondrous item, very rare

You can use an action to blow this horn. In response, 4d4 + 4 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

If you blow the horn without having proficiency with all medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Iron Horn of Valhalla Legendary Wondrous Items Yes 100 000 Gold (14 000 Gold)
Iron Horn of Valhalla
Legendary
Wondrous Items
Yes
100 000 Gold
14 000 Gold
0 lbs

Wondrous item, legendary

You can use an action to blow this horn. In response, 5d4 + 5 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

If you blow the horn without having proficiency with all martial weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Silver Horn of Valhalla Rare Wondrous Items Yes 5 000 Gold (5 600 Gold)
Silver Horn of Valhalla
Rare
Wondrous Items
Yes
5 000 Gold
5 600 Gold
0 lbs

Wondrous item, rare

You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

The summoned berserkers are friendly to you and your companions and follow your commands.

Horse, draft Common Vehicle (Mounts and Other Animals) No 50 Gold (50 Gold)
Horse, draft
Common
Vehicle (Mounts and Other Animals)
No
50 Gold
50 Gold
0 lbs

Horse, riding Common Vehicle (Mounts and Other Animals) No 75 Gold (75 Gold)
Horse, riding
Common
Vehicle (Mounts and Other Animals)
No
75 Gold
75 Gold
0 lbs

Horseshoes of a Zephyr Very Rare Wondrous Items Yes 50 000 Gold (1 500 Gold)
Horseshoes of a Zephyr
Very Rare
Wondrous Items
Yes
50 000 Gold
1 500 Gold
0 lbs

Wondrous item, very rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

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

Wondrous item, rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.

Hourglass Common Adventuring Gear No 25 Gold (25 Gold)
Hourglass
Common
Adventuring Gear
No
25 Gold
25 Gold
10 lbs

Hunting trap Common Adventuring Gear No 5 Gold (5 Gold)
Hunting trap
Common
Adventuring Gear
No
5 Gold
5 Gold
250 lbs

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground.

A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long).

A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Immovable Rod Uncommon Rod Yes 500 Gold (5 000 Gold)
Immovable Rod
Uncommon
Rod
Yes
500 Gold
5 000 Gold
0 lbs

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Ink (1 ounce bottle) Common Adventuring Gear No 10 Gold (10 Gold)
Ink (1 ounce bottle)
Common
Adventuring Gear
No
10 Gold
10 Gold
0 lbs

Ink pen Common Adventuring Gear No 2 Copper (2 Copper)
Ink pen
Common
Adventuring Gear
No
2 Copper
2 Copper
0 lbs

Instant Fortress Rare Wondrous Items Yes 5 000 Gold (75 000 Gold)
Instant Fortress
Rare
Wondrous Items
Yes
5 000 Gold
75 000 Gold
0 lbs

Wondrous item, rare

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.

Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,

immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

Ioun Stone Varies Wondrous Items Yes (Dm discretion)
Ioun Stone
Varies
Wondrous Items
Yes
Dm discretion
0 lbs

Wondrous item, varies (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Absorption (Very Rare).*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

***Agility (Very Rare).*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

***Awareness (Rare).*** You can't be surprised while this dark blue rhomboid orbits your head.

***Fortitude (Very Rare).*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

***Greater Absorption (Legendary).*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

***Insight (Very Rare).*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

***Intellect (Very Rare).*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

***Leadership (Very Rare).*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

***Mastery (Legendary).*** Your proficiency bonus increases by 1 while this pale green prism orbits your head.

***Protection (Rare).*** You gain a +1 bonus to AC while this dusty rose prism orbits your head.

***Regeneration (Legendary).*** You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

***Reserve (Rare).*** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

***Strength (Very Rare).*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

***Sustenance (Rare).*** You don't need to eat or drink while this clear spindle orbits your head.

Ioun Stone of Absorption Very Rare Wondrous Items Yes 50 000 Gold (2 400 Gold)
Ioun Stone of Absorption
Very Rare
Wondrous Items
Yes
50 000 Gold
2 400 Gold
0 lbs

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Absorption.*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

Ioun Stone of Agility Very Rare Wondrous Items Yes 50 000 Gold (3 000 Gold)
Ioun Stone of Agility
Very Rare
Wondrous Items
Yes
50 000 Gold
3 000 Gold
0 lbs

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Agility.*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

Ioun Stone of Awareness Rare Wondrous Items Yes 5 000 Gold (12 000 Gold)
Ioun Stone of Awareness
Rare
Wondrous Items
Yes
5 000 Gold
12 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Awareness.*** You can't be surprised while this dark blue rhomboid orbits your head.

Ioun Stone of Fortitude Very Rare Wondrous Items Yes 50 000 Gold (3 000 Gold)
Ioun Stone of Fortitude
Very Rare
Wondrous Items
Yes
50 000 Gold
3 000 Gold
0 lbs

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Fortitude.*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Ioun Stone of Greater Absorption Legendary Wondrous Items Yes 100 000 Gold (31 000 Gold)
Ioun Stone of Greater Absorption
Legendary
Wondrous Items
Yes
100 000 Gold
31 000 Gold
0 lbs

Wondrous item, legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Greater Absorption.*** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

Ioun Stone of Insight Very Rare Wondrous Items Yes 50 000 Gold (3 000 Gold)
Ioun Stone of Insight
Very Rare
Wondrous Items
Yes
50 000 Gold
3 000 Gold
0 lbs

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Insight.*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Ioun Stone of Intellect Very Rare Wondrous Items Yes 50 000 Gold (3 000 Gold)
Ioun Stone of Intellect
Very Rare
Wondrous Items
Yes
50 000 Gold
3 000 Gold
0 lbs

Wondrous item, very rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

***Intellect.*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.


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