When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Very Rare
Weapon
Yes
50 000 Gold(1 700 Gold)
Sword of Sharpness
Very Rare
Weapon
Yes
50 000 Gold
1 700 Gold
0 lbs
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10 foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Sword of Wounding
Rare
Weapon
Yes
5 000 Gold(2 000 Gold)
Sword of Wounding
Rare
Weapon
Yes
5 000 Gold
2 000 Gold
0 lbs
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Talisman of Pure Good
Legendary
Wondrous Items
Yes
100 000 Gold(71 680 Gold)
Talisman of Pure Good
Legendary
Wondrous Items
Yes
100 000 Gold
71 680 Gold
0 lbs
Wondrous item, legendary (requires attunement by a creature of good alignment)
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Talisman of the Sphere
Legendary
Wondrous Items
Yes
100 000 Gold(20 000 Gold)
Talisman of the Sphere
Legendary
Wondrous Items
Yes
100 000 Gold
20 000 Gold
0 lbs
Wondrous item, legendary (requires attunement)
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.
Talisman of Ultimate Evil
Legendary
Wondrous Items
Yes
100 000 Gold(61 440 Gold)
Talisman of Ultimate Evil
Legendary
Wondrous Items
Yes
100 000 Gold
61 440 Gold
0 lbs
Wondrous item, legendary (requires attunement by a creature of evil alignment)
This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Tent, two-person
Common
Adventuring Gear
No
2 Gold(2 Gold)
Tent, two-person
Common
Adventuring Gear
No
2 Gold
2 Gold
200 lbs
A simple and portable canvas shelter, a tent sleeps two.
Thieves' Tools
Common
Tools
No
25 Gold(25 Gold)
Thieves' Tools
Common
Tools
No
25 Gold
25 Gold
10 lbs
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Tinderbox
Common
Adventuring Gear
No
5 Silver(5 Silver)
Tinderbox
Common
Adventuring Gear
No
5 Silver
5 Silver
10 lbs
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action.
Lighting any other fire takes 1 minute.
Tinker's Tools
Common
Tools
No
50 Gold(50 Gold)
Tinker's Tools
Common
Tools
No
50 Gold
50 Gold
100 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.
Tome of Clear Thought
Very Rare
Wondrous Items
Yes
50 000 Gold(Dm discretion)
Tome of Clear Thought
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs
Wondrous item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Leadership and Influence
Very Rare
Wondrous Items
Yes
50 000 Gold(Dm discretion)
Tome of Leadership and Influence
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs
Wondrous item, very rare
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Understanding
Very Rare
Wondrous Items
Yes
50 000 Gold(Dm discretion)
Tome of Understanding
Very Rare
Wondrous Items
Yes
50 000 Gold
Dm discretion
0 lbs
Wondrous item, very rare
This book contains intuition and insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Torch
Common
Adventuring Gear
No
1 Copper(1 Copper)
Torch
Common
Adventuring Gear
No
1 Copper
1 Copper
10 lbs
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Totem
Common
Adventuring Gear
No
1 Gold(1 Gold)
Totem
Common
Adventuring Gear
No
1 Gold
1 Gold
0 lbs
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Trident
Common
Weapon (Martial Melee)
No
5 Gold(5 Gold)
Trident
Common
Weapon (Martial Melee)
No
5 Gold
5 Gold
40 lbs
Trident of Fish Command
Uncommon
Weapon
Yes
500 Gold(800 Gold)
Trident of Fish Command
Uncommon
Weapon
Yes
500 Gold
800 Gold
0 lbs
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Universal Solvent
Legendary
Wondrous Items
Yes
100 000 Gold(300 Gold)
Universal Solvent
Legendary
Wondrous Items
Yes
100 000 Gold
300 Gold
0 lbs
Wondrous item, legendary
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Vestments
Common
Adventuring Gear
No
0(0)
Vestments
Common
Adventuring Gear
No
0
0
0 lbs
Religious clothing, typically found in a priest's pack.
Vial
Common
Adventuring Gear
No
1 Gold(1 Gold)
Vial
Common
Adventuring Gear
No
1 Gold
1 Gold
0 lbs
Vicious Weapon
Rare
Weapon
Yes
5 000 Gold(350 Gold)
Vicious Weapon
Rare
Weapon
Yes
5 000 Gold
350 Gold
0 lbs
Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.
Viol
Common
Tools
No
30 Gold(30 Gold)
Viol
Common
Tools
No
30 Gold
30 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.
Vorpal Sword
Legendary
Weapon
Yes
100 000 Gold(24 000 Gold)
Vorpal Sword
Legendary
Weapon
Yes
100 000 Gold
24 000 Gold
0 lbs
Weapon (any sword that deals slashing damage), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Wagon
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
35 Gold(35 Gold)
Wagon
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
35 Gold
35 Gold
4 lbs
Wand
Common
Adventuring Gear
No
10 Gold(10 Gold)
Wand
Common
Adventuring Gear
No
10 Gold
10 Gold
10 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.