• System lists
    • Equipments
    • Monsters
    • Spells
  • Encounter calculator
  • English English
    • Français Français
  • Login
 

Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Wand of Binding Rare Wand Yes 5 000 Gold (10 000 Gold)
Wand of Binding
Rare
Wand
Yes
5 000 Gold
10 000 Gold
0 lbs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Wand of Enemy Detection Rare Wand Yes 5 000 Gold (4 000 Gold)
Wand of Enemy Detection
Rare
Wand
Yes
5 000 Gold
4 000 Gold
0 lbs

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Fear Rare Wand Yes 5 000 Gold (10 000 Gold)
Wand of Fear
Rare
Wand
Yes
5 000 Gold
10 000 Gold
0 lbs

Wand, rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone 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.

Wand of Fireballs Rare Wand Yes 5 000 Gold (32 000 Gold)
Wand of Fireballs
Rare
Wand
Yes
5 000 Gold
32 000 Gold
0 lbs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Lightning Bolts Rare Wand Yes 5 000 Gold (32 000 Gold)
Wand of Lightning Bolts
Rare
Wand
Yes
5 000 Gold
32 000 Gold
0 lbs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Magic Detection Uncommon Wand Yes 500 Gold (1 500 Gold)
Wand of Magic Detection
Uncommon
Wand
Yes
500 Gold
1 500 Gold
0 lbs

Wand, uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Wand of Magic Missiles Uncommon Wand Yes 500 Gold (8 000 Gold)
Wand of Magic Missiles
Uncommon
Wand
Yes
500 Gold
8 000 Gold
0 lbs

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Paralysis Rare Wand Yes 5 000 Gold (16 000 Gold)
Wand of Paralysis
Rare
Wand
Yes
5 000 Gold
16 000 Gold
0 lbs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Polymorph Very Rare Wand Yes 50 000 Gold (32 000 Gold)
Wand of Polymorph
Very Rare
Wand
Yes
50 000 Gold
32 000 Gold
0 lbs

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Secrets Uncommon Wand Yes 500 Gold (1 500 Gold)
Wand of Secrets
Uncommon
Wand
Yes
500 Gold
1 500 Gold
0 lbs

Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Wand of the War Mage, +1, +2, or +3 Varies Wand Yes (1 200 Gold)
Wand of the War Mage, +1, +2, or +3
Varies
Wand
Yes
1 200 Gold
0 lbs

Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.

Wand of the War Mage, +1 Uncommon Wand Yes 500 Gold (1 200 Gold)
Wand of the War Mage, +1
Uncommon
Wand
Yes
500 Gold
1 200 Gold
0 lbs

Wand, uncommon (requires attunement by a spellcaster)

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Wand of the War Mage, +2 Rare Wand Yes 5 000 Gold (4 800 Gold)
Wand of the War Mage, +2
Rare
Wand
Yes
5 000 Gold
4 800 Gold
0 lbs

Wand, rare (requires attunement by a spellcaster)

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Wand of the War Mage, +3 Very Rare Wand Yes 50 000 Gold (19 200 Gold)
Wand of the War Mage, +3
Very Rare
Wand
Yes
50 000 Gold
19 200 Gold
0 lbs

Wand, very rare (requires attunement by a spellcaster)

While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Wand of Web Uncommon Wand Yes 500 Gold (8 000 Gold)
Wand of Web
Uncommon
Wand
Yes
500 Gold
8 000 Gold
0 lbs

Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Wand of Wonder Rare Wand Yes 5 000 Gold (Dm discretion)
Wand of Wonder
Rare
Wand
Yes
5 000 Gold
Dm discretion
0 lbs

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

| d100 | Effect |

|---|---|

| 01-05 | You cast slow. |

| 06-10 | You cast faerie fire. |

| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |

| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |

| 26-30 | You cast stinking cloud. |

| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |

| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |

| 37-46 | You cast lightning bolt. |

| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |

| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |

| 54-58 | You cast darkness. |

| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |

| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |

| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |

| 70-79 | You cast fireball. |

| 80-84 | You cast invisibility on yourself. |

| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |

| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |

| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |

| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |

| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |

War pick Common Weapon (Martial Melee) No 5 Gold (5 Gold)
War pick
Common
Weapon (Martial Melee)
No
5 Gold
5 Gold
20 lbs

Warhammer Common Weapon (Martial Melee) No 15 Gold (15 Gold)
Warhammer
Common
Weapon (Martial Melee)
No
15 Gold
15 Gold
20 lbs

Warhorse Common Vehicle (Mounts and Other Animals) No 400 Gold (400 Gold)
Warhorse
Common
Vehicle (Mounts and Other Animals)
No
400 Gold
400 Gold
0 lbs

Warship Common Vehicle (Waterborne Vehicles) No 25 000 Gold (25 000 Gold)
Warship
Common
Vehicle (Waterborne Vehicles)
No
25 000 Gold
25 000 Gold
0 lbs

Waterskin Common Adventuring Gear No 2 Silver (2 Silver)
Waterskin
Common
Adventuring Gear
No
2 Silver
2 Silver
50 lbs

Weapon, +1, +2, or +3 Varies Weapon Yes (Dm discretion)
Weapon, +1, +2, or +3
Varies
Weapon
Yes
Dm discretion
0 lbs

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

Weapon, +1 Uncommon Weapon Yes 500 Gold (1 000 Gold)
Weapon, +1
Uncommon
Weapon
Yes
500 Gold
1 000 Gold
0 lbs

Weapon (any), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Weapon, +2 Rare Weapon Yes 5 000 Gold (4 000 Gold)
Weapon, +2
Rare
Weapon
Yes
5 000 Gold
4 000 Gold
0 lbs

Weapon (any), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Weapon, +3 Very Rare Weapon Yes 50 000 Gold (16 000 Gold)
Weapon, +3
Very Rare
Weapon
Yes
50 000 Gold
16 000 Gold
0 lbs

Weapon (any), very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.


  • Total: 610
  • First
  • 22
  • 23
  • 24
  • Last