Oil usually comes in a clay flask that holds 1 pint.
As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon.
On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.
You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level.
If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Oil of Etherealness
Rare
Potion
Yes
5 000 Gold(1 920 Gold)
Oil of Etherealness
Rare
Potion
Yes
5 000 Gold
1 920 Gold
0 lbs
Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Oil of Sharpness
Very Rare
Potion
Yes
50 000 Gold(3 200 Gold)
Oil of Sharpness
Very Rare
Potion
Yes
50 000 Gold
3 200 Gold
0 lbs
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Oil of Slipperiness
Uncommon
Potion
Yes
500 Gold(480 Gold)
Oil of Slipperiness
Uncommon
Potion
Yes
500 Gold
480 Gold
0 lbs
Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Orb
Common
Adventuring Gear
No
20 Gold(20 Gold)
Orb
Common
Adventuring Gear
No
20 Gold
20 Gold
30 lbs
An arcane focus is a special item--an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Orb of Dragonkind
Artifact
Wondrous Items
Yes
(Dm discretion)
Orb of Dragonkind
Artifact
Wondrous Items
Yes
Dm discretion
0 lbs
Wondrous item, artifact (requires attunement)
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.
As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.
While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.
***Random Properties.*** An Orb of Dragonkind has the following random properties:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
***Spells.*** The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).
You can also use an action to cast the detect magic spell from the orb without using any charges.
***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
***Destroying an Orb.*** An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Padded Armor
Common
Armor (Light)
No
5 Gold(5 Gold)
Padded Armor
Common
Armor (Light)
No
5 Gold
5 Gold
80 lbs
Painter's Supplies
Common
Tools
No
10 Gold(10 Gold)
Painter'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.
Pan flute
Common
Tools
No
12 Gold(12 Gold)
Pan flute
Common
Tools
No
12 Gold
12 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.
Paper (one sheet)
Common
Adventuring Gear
No
2 Silver(2 Silver)
Paper (one sheet)
Common
Adventuring Gear
No
2 Silver
2 Silver
0 lbs
Parchment (one sheet)
Common
Adventuring Gear
No
1 Silver(1 Silver)
Parchment (one sheet)
Common
Adventuring Gear
No
1 Silver
1 Silver
0 lbs
Pearl of Power
Uncommon
Wondrous Items
Yes
500 Gold(6 000 Gold)
Pearl of Power
Uncommon
Wondrous Items
Yes
500 Gold
6 000 Gold
0 lbs
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Perfume (vial)
Common
Adventuring Gear
No
5 Gold(5 Gold)
Perfume (vial)
Common
Adventuring Gear
No
5 Gold
5 Gold
0 lbs
Periapt of Health
Uncommon
Wondrous Items
Yes
500 Gold(5 000 Gold)
Periapt of Health
Uncommon
Wondrous Items
Yes
500 Gold
5 000 Gold
0 lbs
Wondrous item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
Periapt of Proof against Poison
Rare
Wondrous Items
Yes
5 000 Gold(5 000 Gold)
Periapt of Proof against Poison
Rare
Wondrous Items
Yes
5 000 Gold
5 000 Gold
0 lbs
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Periapt of Wound Closure
Uncommon
Wondrous Items
Yes
500 Gold(5 000 Gold)
Periapt of Wound Closure
Uncommon
Wondrous Items
Yes
500 Gold
5 000 Gold
0 lbs
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Philter of Love
Uncommon
Potion
Yes
500 Gold(90 Gold)
Philter of Love
Uncommon
Potion
Yes
500 Gold
90 Gold
0 lbs
Potion, uncommon
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Pick, miner's
Common
Adventuring Gear
No
2 Gold(2 Gold)
Pick, miner's
Common
Adventuring Gear
No
2 Gold
2 Gold
100 lbs
Pike
Common
Weapon (Martial Melee)
No
5 Gold(5 Gold)
Pike
Common
Weapon (Martial Melee)
No
5 Gold
5 Gold
180 lbs
Pipes of Haunting
Uncommon
Wondrous Items
Yes
500 Gold(6 000 Gold)
Pipes of Haunting
Uncommon
Wondrous Items
Yes
500 Gold
6 000 Gold
0 lbs
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Pipes of the Sewers
Uncommon
Wondrous Items
Yes
500 Gold(2 000 Gold)
Pipes of the Sewers
Uncommon
Wondrous Items
Yes
500 Gold
2 000 Gold
0 lbs
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Piton
Common
Adventuring Gear
No
5 Copper(5 Copper)
Piton
Common
Adventuring Gear
No
5 Copper
5 Copper
0 lbs
Plate Armor
Common
Armor (Heavy)
No
1 500 Gold(1 500 Gold)
Plate Armor
Common
Armor (Heavy)
No
1 500 Gold
1 500 Gold
650 lbs
Plate Armor of Etherealness
Legendary
Armor
Yes
100 000 Gold(48 000 Gold)
Plate Armor of Etherealness
Legendary
Armor
Yes
100 000 Gold
48 000 Gold
0 lbs
Armor (plate), legendary (requires attunement)
While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Playing Card Set
Common
Tools
No
5 Silver(5 Silver)
Playing Card Set
Common
Tools
No
5 Silver
5 Silver
0 lbs
This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.