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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Clothes, traveler's Common Adventuring Gear No 2 Gold (2 Gold)
Clothes, traveler's
Common
Adventuring Gear
No
2 Gold
2 Gold
40 lbs

Club Common Weapon (Simple Melee) No 1 Silver (1 Silver)
Club
Common
Weapon (Simple Melee)
No
1 Silver
1 Silver
20 lbs

Cobbler's Tools Common Tools No 5 Gold (5 Gold)
Cobbler's Tools
Common
Tools
No
5 Gold
5 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.

Component pouch Common Adventuring Gear No 25 Gold (25 Gold)
Component pouch
Common
Adventuring Gear
No
25 Gold
25 Gold
20 lbs

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Cook's utensils Common Tools No 1 Gold (1 Gold)
Cook's utensils
Common
Tools
No
1 Gold
1 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.

Crossbow bolt Common Adventuring Gear No 1 Gold (1 Gold)
Crossbow bolt
Common
Adventuring Gear
No
1 Gold
1 Gold
10 lbs

Crossbow, hand Common Weapon (Martial Ranged) No 75 Gold (75 Gold)
Crossbow, hand
Common
Weapon (Martial Ranged)
No
75 Gold
75 Gold
30 lbs

Crossbow, heavy Common Weapon (Martial Ranged) No 50 Gold (50 Gold)
Crossbow, heavy
Common
Weapon (Martial Ranged)
No
50 Gold
50 Gold
180 lbs

Crossbow, light Common Weapon (Simple Ranged) No 25 Gold (25 Gold)
Crossbow, light
Common
Weapon (Simple Ranged)
No
25 Gold
25 Gold
50 lbs

Crowbar Common Adventuring Gear No 2 Gold (2 Gold)
Crowbar
Common
Adventuring Gear
No
2 Gold
2 Gold
50 lbs

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Crystal Common Adventuring Gear No 10 Gold (10 Gold)
Crystal
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.

Crystal Ball Very Rare Wondrous Items Yes 50 000 Gold (50 000 Gold)
Crystal Ball
Very Rare
Wondrous Items
Yes
50 000 Gold
50 000 Gold
0 lbs

Wondrous item, very rare or legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

The following crystal ball variants are legendary items and have additional properties.

***Crystal Ball of Mind Reading.*** You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.

***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.

Crystal Ball of Mind Reading Legendary Wondrous Items Yes 100 000 Gold (50 000 Gold)
Crystal Ball of Mind Reading
Legendary
Wondrous Items
Yes
100 000 Gold
50 000 Gold
0 lbs

Wondrous item, legendary (requires attunement)

The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

***Crystal Ball of Mind Reading.*** You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

Crystal Ball of Telepathy Legendary Wondrous Items Yes 100 000 Gold (50 000 Gold)
Crystal Ball of Telepathy
Legendary
Wondrous Items
Yes
100 000 Gold
50 000 Gold
0 lbs

Wondrous item, legendary (requires attunement)

The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

***Crystal Ball of Telepathy.*** While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.

Crystal Ball of True Seeing Legendary Wondrous Items Yes 100 000 Gold (50 000 Gold)
Crystal Ball of True Seeing
Legendary
Wondrous Items
Yes
100 000 Gold
50 000 Gold
0 lbs

Wondrous item, legendary (requires attunement)

The crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

***Crystal Ball of True Seeing.*** While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.

Cube of Force Rare Wondrous Items Yes 5 000 Gold (16 000 Gold)
Cube of Force
Rare
Wondrous Items
Yes
5 000 Gold
16 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

Cube of Force Faces

| Face | Charges | Effect |

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

| 1 | 1 | Gases, wind, and fog can't pass through the barrier.

| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.

| 3 | 3 | Living matter can't pass through the barrier.

| 4 | 4 | Spell effects can't pass through the barrier.

| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.

| 6 | 0 | The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

| Spell or Item | Charges Lost |

|---|---|

| Disintegrate | 1d12 |

| Horn of blasting | 1d10 |

| Passwall | 1d6 |

| Prismatic spray | 1d20 |

| Wall of fire | 1d4 |

Cubic Gate Legendary Wondrous Items Yes 100 000 Gold (40 000 Gold)
Cubic Gate
Legendary
Wondrous Items
Yes
100 000 Gold
40 000 Gold
0 lbs

Wondrous item, legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.

You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

Dagger Common Weapon (Simple Melee) No 2 Gold (2 Gold)
Dagger
Common
Weapon (Simple Melee)
No
2 Gold
2 Gold
10 lbs

Dagger of Venom Rare Weapon Yes 5 000 Gold (2 500 Gold)
Dagger of Venom
Rare
Weapon
Yes
5 000 Gold
2 500 Gold
0 lbs

Weapon (dagger), rare

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Dancing Sword Very Rare Weapon Yes 50 000 Gold (2 000 Gold)
Dancing Sword
Very Rare
Weapon
Yes
50 000 Gold
2 000 Gold
0 lbs

Weapon (any sword), very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Dart Common Weapon (Simple Ranged) No 5 Copper (5 Copper)
Dart
Common
Weapon (Simple Ranged)
No
5 Copper
5 Copper
0 lbs

Decanter of Endless Water Uncommon Wondrous Items Yes 500 Gold (135 000 Gold)
Decanter of Endless Water
Uncommon
Wondrous Items
Yes
500 Gold
135 000 Gold
0 lbs

Wondrous item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

"Stream" produces 1 gallon of water.

"Fountain" produces 5 gallons of water.

"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Deck of Illusions Uncommon Wondrous Items Yes 500 Gold (6 120 Gold)
Deck of Illusions
Uncommon
Wondrous Items
Yes
500 Gold
6 120 Gold
0 lbs

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

| Playing Card | Illusion |

|---|---|

| Ace of hearts | Red dragon |

| King of hearts | Knight and four guards |

| Queen of hearts | Succubus or incubus |

| Jack of hearts | Druid |

| Ten of hearts | Cloud giant |

| Nine of hearts | Ettin |

| Eight of hearts | Bugbear |

| Two of hearts | Goblin |

| Ace of diamonds | Beholder |

| King of diamonds | Archmage and mage apprentice |

| Queen of diamonds | Night hag |

| Jack of diamonds | Assassin |

| Ten of diamonds | Fire giant |

| Nine of diamonds | Ogre mage |

| Eight of diamonds | Gnoll |

| Two of diamonds | Kobold |

| Ace of spades | Lich |

| King of spades | Priest and two acolytes |

| Queen of spades | Medusa |

| Jack of spades | Veteran |

| Ten of spades | Frost giant |

| Nine of spades | Troll |

| Eight of spades | Hobgoblin |

| Two of spades | Goblin |

| Ace of clubs | Iron golem |

| King of clubs | Bandit captain and three bandits |

| Queen of clubs | Erinyes |

| Jack of clubs | Berserker |

| Ten of clubs | Hill giant |

| Nine of clubs | Ogre |

| Eight of clubs | Orc |

| Two of clubs | Kobold |

| Jokers (2) | You (the deck's owner) |

Deck of Many Things Legendary Wondrous Items Yes 100 000 Gold (Dm discretion)
Deck of Many Things
Legendary
Wondrous Items
Yes
100 000 Gold
Dm discretion
0 lbs

Wondrous item, legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.

Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

| Playing Card | Card |

|---|---|

| Ace of diamonds | Vizier* |

| King of diamonds | Sun |

| Queen of diamonds | Moon |

| Jack of diamonds | Star |

| Two of diamonds | Comet* |

| Ace of hearts | The Fates* |

| King of hearts | Throne |

| Queen of hearts | Key |

| Jack of hearts | Knight |

| Two of hearts | Gem* |

| Ace of clubs | Talons* |

| King of clubs | The Void |

| Queen of clubs | Flames |

| Jack of clubs | Skull |

| Two of clubs | Idiot* |

| Ace of spades | Donjon* |

| King of spades | Ruin |

| Queen of spades | Euryale |

| Jack of spades | Rogue |

| Two of spades | Balance* |

| Joker (with TM) | Fool* |

| Joker (without TM) | Jester |

* Found only in a deck with twenty-two cards

***Balance.*** Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.

***Comet.*** If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.

***Donjon.*** You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

***Euryale.*** The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.

**The Fates.** Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

***Flames.*** A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

***Fool.*** You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

***Gem.*** Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

***Idiot.*** Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

***Jester.*** You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

***Key.*** A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.

***Knight.*** You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

***Moon.*** You are granted the ability to cast the wish spell 1d3 times.

***Rogue.*** A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.

***Ruin.*** All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

***Skull.*** You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.

Defender Legendary Weapon Yes 100 000 Gold (24 000 Gold)
Defender
Legendary
Weapon
Yes
100 000 Gold
24 000 Gold
0 lbs

Weapon (any sword), legendary (requires attunement)

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

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.


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