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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Longbow Common Weapon (Martial Ranged) No 50 Gold (50 Gold)
Longbow
Common
Weapon (Martial Ranged)
No
50 Gold
50 Gold
20 lbs

Longship Common Vehicle (Waterborne Vehicles) No 10 000 Gold (10 000 Gold)
Longship
Common
Vehicle (Waterborne Vehicles)
No
10 000 Gold
10 000 Gold
0 lbs

Longsword Common Weapon (Martial Melee) No 15 Gold (15 Gold)
Longsword
Common
Weapon (Martial Melee)
No
15 Gold
15 Gold
30 lbs

Luck Blade Legendary Weapon Yes 100 000 Gold (Dm discretion)
Luck Blade
Legendary
Weapon
Yes
100 000 Gold
Dm discretion
0 lbs

Weapon (any sword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

***Luck.*** If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

***Wish.*** The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

Lute Common Tools No 35 Gold (35 Gold)
Lute
Common
Tools
No
35 Gold
35 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.

Lyre Common Tools No 30 Gold (30 Gold)
Lyre
Common
Tools
No
30 Gold
30 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.

Mace Common Weapon (Simple Melee) No 5 Gold (5 Gold)
Mace
Common
Weapon (Simple Melee)
No
5 Gold
5 Gold
40 lbs

Mace of Disruption Rare Weapon Yes 5 000 Gold (8 000 Gold)
Mace of Disruption
Rare
Weapon
Yes
5 000 Gold
8 000 Gold
0 lbs

Weapon (mace), rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace of Smiting Rare Weapon Yes 5 000 Gold (7 000 Gold)
Mace of Smiting
Rare
Weapon
Yes
5 000 Gold
7 000 Gold
0 lbs

Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mace of Terror Rare Weapon Yes 5 000 Gold (8 000 Gold)
Mace of Terror
Rare
Weapon
Yes
5 000 Gold
8 000 Gold
0 lbs

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Magnifying glass Common Adventuring Gear No 100 Gold (100 Gold)
Magnifying glass
Common
Adventuring Gear
No
100 Gold
100 Gold
0 lbs

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.

A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles Common Adventuring Gear No 2 Gold (2 Gold)
Manacles
Common
Adventuring Gear
No
2 Gold
2 Gold
60 lbs

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check.

Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Mantle of Spell Resistance Rare Wondrous Items Yes 5 000 Gold (30 000 Gold)
Mantle of Spell Resistance
Rare
Wondrous Items
Yes
5 000 Gold
30 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

Manual of Bodily Health Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Bodily Health
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Gainful Exercise Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Gainful Exercise
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Golems Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Golems
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

| d20 | Golem | Time | Cost |

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

| 1-5 | Clay | 30 days | 65,000 gp |

| 6-17 | Flesh | 60 days | 50,000 gp |

| 18 | Iron | 120 days | 100,000 gp |

| 19-20 | Stone | 90 days | 80,000 gp |

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Clay Golems Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Clay Golems
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This tome contains information and incantations necessary to make a clay golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Flesh Golems Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Flesh Golems
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This tome contains information and incantations necessary to make a flesh golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Iron Golems Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Iron Golems
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This tome contains information and incantations necessary to make an iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Stone Golems Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Stone Golems
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This tome contains information and incantations necessary to make a stone golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Manual of Quickness of Action Very Rare Wondrous Items Yes 50 000 Gold (Dm discretion)
Manual of Quickness of Action
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs

Wondrous item, very rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Marvelous Pigments Very Rare Wondrous Items Yes 50 000 Gold (200 Gold)
Marvelous Pigments
Very Rare
Wondrous Items
Yes
50 000 Gold
200 Gold
0 lbs

Wondrous item, very rare

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Mason's Tools Common Tools No 10 Gold (10 Gold)
Mason's Tools
Common
Tools
No
10 Gold
10 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.

Mastiff Common Vehicle (Mounts and Other Animals) No 25 Gold (25 Gold)
Mastiff
Common
Vehicle (Mounts and Other Animals)
No
25 Gold
25 Gold
0 lbs

Maul Common Weapon (Martial Melee) No 10 Gold (10 Gold)
Maul
Common
Weapon (Martial Melee)
No
10 Gold
10 Gold
100 lbs


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