While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Rope, hempen (50 feet)
Common
Adventuring Gear
No
1 Gold(1 Gold)
Rope, hempen (50 feet)
Common
Adventuring Gear
No
1 Gold
1 Gold
100 lbs
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Rope of Climbing
Uncommon
Wondrous Items
Yes
500 Gold(2 000 Gold)
Rope of Climbing
Uncommon
Wondrous Items
Yes
500 Gold
2 000 Gold
0 lbs
Wondrous item, uncommon
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1 foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope of Entanglement
Rare
Wondrous Items
Yes
5 000 Gold(4 000 Gold)
Rope of Entanglement
Rare
Wondrous Items
Yes
5 000 Gold
4 000 Gold
0 lbs
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Rope, silk (50 feet)
Common
Adventuring Gear
No
10 Gold(10 Gold)
Rope, silk (50 feet)
Common
Adventuring Gear
No
10 Gold
10 Gold
50 lbs
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Rowboat
Common
Vehicle (Waterborne Vehicles)
No
50 Gold(50 Gold)
Rowboat
Common
Vehicle (Waterborne Vehicles)
No
50 Gold
50 Gold
0 lbs
Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
Sack
Common
Adventuring Gear
No
1 Copper(1 Copper)
Sack
Common
Adventuring Gear
No
1 Copper
1 Copper
0 lbs
Saddle, Exotic
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
60 Gold(60 Gold)
Saddle, Exotic
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
60 Gold
60 Gold
500 lbs
An exotic saddle is required for riding any aquatic or flying mount.
Saddle, Military
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
20 Gold(20 Gold)
Saddle, Military
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
20 Gold
20 Gold
300 lbs
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.
Saddle, Pack
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
5 Gold(5 Gold)
Saddle, Pack
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
5 Gold
5 Gold
150 lbs
Saddle, Riding
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
10 Gold(10 Gold)
Saddle, Riding
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
10 Gold
10 Gold
250 lbs
Saddlebags
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
4 Gold(4 Gold)
Saddlebags
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
4 Gold
4 Gold
80 lbs
Sailing ship
Common
Vehicle (Waterborne Vehicles)
No
10 000 Gold(10 000 Gold)
Sailing ship
Common
Vehicle (Waterborne Vehicles)
No
10 000 Gold
10 000 Gold
0 lbs
Scale Mail
Common
Armor (Medium)
No
50 Gold(50 Gold)
Scale Mail
Common
Armor (Medium)
No
50 Gold
50 Gold
450 lbs
Scale, merchant's
Common
Adventuring Gear
No
5 Gold(5 Gold)
Scale, merchant's
Common
Adventuring Gear
No
5 Gold
5 Gold
30 lbs
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Scarab of Protection
Legendary
Wondrous Items
Yes
100 000 Gold(36 000 Gold)
Scarab of Protection
Legendary
Wondrous Items
Yes
100 000 Gold
36 000 Gold
0 lbs
Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Scholar's Pack
Common
Adventuring Gear
No
40 Gold(40 Gold)
Scholar's Pack
Common
Adventuring Gear
No
40 Gold
40 Gold
0 lbs
Scimitar
Common
Weapon (Martial Melee)
No
25 Gold(25 Gold)
Scimitar
Common
Weapon (Martial Melee)
No
25 Gold
25 Gold
30 lbs
Scimitar of Speed
Very Rare
Weapon
Yes
50 000 Gold(6 000 Gold)
Scimitar of Speed
Very Rare
Weapon
Yes
50 000 Gold
6 000 Gold
0 lbs
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Sealing wax
Common
Adventuring Gear
No
5 Silver(5 Silver)
Sealing wax
Common
Adventuring Gear
No
5 Silver
5 Silver
0 lbs
Shawm
Common
Tools
No
2 Gold(2 Gold)
Shawm
Common
Tools
No
2 Gold
2 Gold
10 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.
Shield
Common
Armor (Shield)
No
10 Gold(10 Gold)
Shield
Common
Armor (Shield)
No
10 Gold
10 Gold
60 lbs
Shield of Missile Attraction
Rare
Armor
Yes
5 000 Gold(6 000 Gold)
Shield of Missile Attraction
Rare
Armor
Yes
5 000 Gold
6 000 Gold
0 lbs
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
***Curse.*** This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.