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CHAPTER 5: EQUIPMENT
HE MARKETPLACE OF A LARGE CITY TEEMS Members of the nobility trade either in legal rights, such
with buyers and sellers of many sorts: as the rights to a mine, a port, or farmland, or in gold
dwarf smiths and elf woodcarvers, halfling bars, measuring gold by the pound rather than by the
farmers and gnome jewelers, not to mention coin. Only merchants, adventurers, and those offering
humans of every shape, size, and color professional services for hire commonly deal in coins.
drawn from a spectrum of nations and
cultures. In the largest cities, almost COINAGE
anything imaginable is offered for sale, from exotic Common coins come in several different denominations
spices and luxurious clothing to wicker baskets and based on the relative worth of the metal from which they
practical swords. are made. The three most common coins are the gold
For an adventurer, the availability of armor, weapons, piece (gp), the silver piece (sp), and the copper piece (cp).
backpacks, rope, and similar goods is of paramount With one gold piece, a character can buy a belt
importance, since proper equipment can mean the pouch, 50 feet of good rope, or a goat. A skilled (but
difference between life and death in a dungeon or the not exceptional) artisan can earn one gold piece a day.
untamed wilds. This chapter details the mundane and The gold piece is the standard unit of measure for
exotic merchandise that adventurers commonly find useful wealth, even if the coin itself is not commonly used.
in the face of the threats that the worlds of D&D present. When merchants discuss deals that involve goods or
services worth hundreds or thousands of gold pieces,
STARTING EQUIPMENT the transactions don't usually involve the exchange of
When you create your character, you receive equipment individual coins. Rather, the gold piece is a standard
based on a combination of your class and background. measure of value, and the actual exchange is in gold
Alternatively, you can start with a number of gold pieces bars, letters of credit, or valuable goods.
based on your class and spend them on items from the One gold piece is worth ten silver pieces, the most
lists in this chapter. See the Starting Wealth by Class prevalent coin among commoners. A silver piece buys a
table to determine how much gold you have to spend. laborer's work for a day, a flask of lamp oil, or a night's
You decide how your character came by this starting rest in a poor inn.
equipment. It might have been an inheritance, or goods One silver piece is worth ten copper pieces, which are
that the character purchased during his or her upbringing. common among laborers and beggars. A single copper
You might have been equipped with a weapon. armor, and piece buys a candle, a torch, or a piece of chalk.
a backpack as part of military service. You might even have In addition, unusual coins made of other precious
stolen your gear. A weapon could be a family heirloom, metals sometimes appear in treasure hoards. The
passed down from generation to generation until your electrum piece (ep) and the platinum piece (pp) originate
character finally took up the mantle and followed in an from fallen empires and lost kingdoms, and they
ancestor's adventurous footsteps. sometimes arouse suspicion and skepticism when used
in transactions. An electrum piece is worth five silver
STARTING WEALTH BY CLASS pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce,
Class Funds
so fifty coins weigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x10 gp STANDARD EXCHANGE RATES
Cleric 5d4 x 10 gp
Coin cp sp ep gP PP
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x10 gp
Cold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1.000 100 20 10 1
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp 5H_VER
Wizard 4d4 x 10 gp

WEALTH
Wealth appears in many forms in a D&D world. Coins,
gemstones, trade goods, art objects, animals, and
property can reflect your character's financial well-being.
Members of the peasantry trade in goods, bartering for
what they need and paying taxes in grain and cheese.

1,AR I \
SELLING TREASURE The Armor table shows the cost, weight, and other
properties of the common types of armor worn in the
Opportunities abound to find treasure, equipment, worlds of D&D.
weapons, armor, and more in the dungeons you explore. Armor Proficiency. Anyone can put on a suit of armor
Normally, you can sell your treasures and trinkets when or strap a shield to an arm. Only those proficient in the
you return to a town or other settlement, provided that you armor's use know how to wear it effectively, however.
can find buyers and merchants interested in your loot. Your class gives you proficiency with certain types of
Arms, Armor, and Other Equipment. As a general armor. If you wear armor that you lack proficiency with,
rule, undamaged weapons, armor, and other equipment you have disadvantage on any ability check, saving
fetch half their cost when sold in a market. Weapons throw, or attack roll that involves Strength or Dexterity,
and armor used by monsters are rarely in good enough and you can't east spells.
condition to sell. Armor Class (AC). Armor protects its wearer from
Magic Items. Selling magic items is problematic. attacks. The armor (and shield) you wear determines
Finding someone to buy a potion or a scroll isn't too your base Armor Class.
hard. but other items are out of the realm of most but the Heavy Armor. Heavier armor interferes with the
wealthiest nobles. Likewise, aside from a few common wearer's ability to move quickly, stealthily, and freely.
magic items, you won't normally come across magic If the Armor table shows "Str 13" or "Str 15" in the
items or spells to purchase. The value of magic is far Strength column for an armor type, the armor reduces
beyond simple gold and should always be treated as such. the wearer's speed by 10 feet unless the wearer has a
Gems, jewelry, and Art Objects. These items retain Strength score equal to or higher than the listed score.
their full value in the marketplace, and you can either Stealth. If the Armor table shows "Disadvantage" in
trade them in for coin or use them as currency for other the Stealth column, the wearer has disadvantage on
transactions. For exceptionally valuable treasures, the Dexterity (Stealth) checks.
DM might require you to find a buyer in a large town or Shields. A shield is made from wood or metal and
larger community first. is carried in one hand. Wielding a shield increases
Trade Goods. On the borderlands, many people your Armor Class by 2, You can benefit from only one
conduct transactions through barter. Like gems and art shield at a time.
objects, trade goods—bars of iron, bags of salt, livestock,
and so on—retain their full value in the market and can LIGHT ARMOR
be used as currency.
Made from supple and thin materials, light armor favors
agile adventurers since it offers some protection without
ARMOR AND SHIELDS sacrificing mobility. If you wear light armor, you add
D&D worlds arc a vast tapestry made up of many your Dexterity modifier to the base number from your
different cultures, each with its own technology level. armor type to determine your Armor Class.
For this reason, adventurers have access to a variety Padded. Padded armor consists of quilted layers of
of armor types, ranging from leather armor to chain cloth and batting.
mail to costly plate armor, with several other kinds of Leather. The breastplate and shoulder protectors of
armor in between. The Armor table collects the most this armor are made of leather that has been stiffened
commonly available types of armor found in the game by being boiled in oil. The rest of the armor is made of
and separates them into three categories: light armor, softer and more flexible materials.
medium armor, and heavy armor. Many warriors Studded Leather. Made from tough but flexible
supplement their armor with a shield. leather, studded leather is reinforced with close-set
rivets or spikes.
t.
VAREANT: EQUEPMENT SIZES
MEDIUM ARMOR
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds of common Medium armor offers more protection than light armor,
sense. For example, a burly half-orc won't fit in a halfling's but it also impairs movement more. If you wear medium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a maximum
cloud giant's elegant robe. of +2. to the base number from your armor type to
The DM can impose mare realism. For example, a suit of determine your Armor Class.
plate armor made for one human might not fit another one Hide. This crude armor consists of thick furs and
without significant alterations, and a guard's uniform might
pelts. It is commonly worn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
humanoids, and other folk who lack access to the tools
disguise.
Using this variant, when adventurers find armor, clothing,
and materials needed to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. Made of interlocking metal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is worn between layers of clothing or leather. This
to make the item wearable. The cost for such work varies armor offers modest protection to the wearer's upper
from 10 to 40 percent of the market price of the item. The body and allows the sound of the rings rubbing against
DM can either roll 1d4 x TO or determine the increase in cost one another to be muffled by outer layers.
based on the extent of the alterations required. Scale Mail. This armor consists of a coat and leggings
(and perhaps a separate skirt) of leather covered with
overlapping pieces of metal, much like the scales of a
fish. The suit includes gauntlets.
Breastplate. This armor consists of a fitted metal
chest piece worn with supple leather. Although it leaves
the legs and arms relatively unprotected, this armor
provides good protection for the wearer's vital organs
while leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates
that cover most of the wearer's body. It does not include
leg protection beyond simple greaves that are attached
with leather straps.

HEAVY ARMOR
Of all the armor categories, heavy armor offers the best
protection. These suits of armor cover the entire body
and are designed to stop a wide range of attacks. Only
proficient warriors can manage their weight and bulk.
Heavy armor doesn't let you add your Dexterity
modifier to your Armor Class, but it also doesn't
penalize you if your Dexterity modifier is negative.
Ring Mail. This armor is leather armor with heavy
rings sewn into it. The rings help reinforce the armor
against blows from swords and axes. Ring mail is
inferior to chain mail, and it's usually worn only by those
who can't afford better armor.
Chain Mail. Made of interlocking metal rings, chain
mail includes a layer of quilted fabric worn underneath
the mail to prevent chafing and to cushion the impact of
blows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical strips
of metal riveted to a backing of leather that is worn over
cloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal
plates to cover the entire body. A suit of plate includes
gauntlets, heavy leather boots, a visored helmet, and
thick layers of padding underneath the armor. Buckles
and straps distribute the weight over the body.

(ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier — — 10 lb.
Studded leather 45 gp 12+ Dex modifier — 13 lb
medium Armor
Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) — 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) — 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shicid
Shield 10 gp +2 6 lb.

"..---
GETTING INTO AND OUT OF ARMOR
The time it takes to don or doff armor depends on the
armor's category.
Don. This is the time it takes to put on armor. You
benefit from the armor's AC only if you take the full time
to don the suit of armor.
Doff. This is the time it takes to take off armor. If you
have help, reduce this time by half.

DONNING AND DOFFING ARMOR


Category Don ❑off
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

WEAPONS
Your class grants proficiency in certain weapons,
reflecting both the class's focus and the tools you are
most likely to use. Whether you favor a longsword or
a longbow, your weapon and your ability to wield it
effectively can mean the difference between life and
death white adventuring.
The Weapons table shows the most common weapons
used in the worlds of D&D, their price and weight,
the damage they deal when they hit, and any special
properties they possess. Every weapon is classified
as either melee or ranged. A melee weapon is used to
attack a target within 5 feet of you, whereas a ranged
weapon is used to attack a target at a distance.

WEAPON PROFICIENCY
Your race, class, and feats can grant you proficiency
with certain weapons or categories of weapons. The two
categories are simple and martial. Most people can
use simple weapons with proficiency. These weapons
include clubs, maces. and other weapons often found in
the hands of commoners. Martial weapons, including
swords, axes, and polearms, require more specialized
training to use effectively. Most warriors use martial
weapons because these weapons put their fighting style
and training to best use.
Proficiency with a weapon allows you to add your
proficiency bonus to the attack roll for any attack you
make with that weapon. If you make an attack roll using
a weapon with which you lack proficiency, you do not
add your proficiency bonus to the attack roll.

WEAPON PROPERTIES
Many weapons have special properties related to their use,
as shown in the Weapons table.
Ammunition. You can use a weapon that has the
ammunition property to make a ranged attack only if
you have ammunition to fire from the weapon. Each
time you attack with the weapon, you expend one piece
of ammunition. Drawing the ammunition from a quiver,
case, or other container is part of the attack. At the
end of the battle, you can recover half your expended
ammunition by taking a minute to search the battlefield.

PART 1 f EQUIPMFNT
lob
If you use a weapon that has the ammunition property
to make a melee attack, you treat the weapon as an
improvised weapon (see "Improvised Weapons" later in
the section). A sling must be loaded to deal any damage
when used in this way.
Finesse. When making an attack with a finesse
weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage rolls. You
must use the same modifier for both rolls.
Heavy. Small creatures have disadvantage on attack
rolls with heavy weapons. A heavy weapon's size and
bulk make it too large for a Small creature to use
effectively.
Light. A light weapon is small and easy to handle.
making it ideal for use when fighting with two weapons.
See the rules for two-weapon fighting in chapter 9.
Loading. Because of the time required to load this
weapon, you can fire only one piece of ammunition
from it when you use an action, bonus action, or reaction
to fire it, regardless of the number of attacks you can
normally make.
Range. A weapon that can be used to make a ranged
attack has a range shown in parentheses after the
ammunition or thrown property. The range lists two
numbers. The first is the weapon's normal range in feet,
and the second indicates the weapon's maximum range.
lismemesmas
When attacking a target beyond normal range. you have
disadvantage on the attack roll. You can't attack a target
beyond the weapon's long range.
Reach. This weapon adds 5 feet to your reach when
you attack with it.
Special. A weapon with the special property has
unusual rules governing its use, explained in the
weapon's description (see "Special Weapons" later in
this section).
Thrown. If a weapon has the thrown property, you
can throw the weapon to make a ranged attack. If the
weapon is a melee weapon, you use the same ability
modifier for that attack roll and damage roll that you
would use for a melee attack with the weapon. For
example, if you throw a handaxe, you use your Strength,
but if you throw a dagger, you can use either your
Strength or your Dexterity, since the dagger has the
finesse property.
Two-Handed. This weapon requires two hands to use.
Versatile. This weapon can be used with one or two
hands. A damage value in parentheses appears with the
property—the damage when the weapon is used with
two hands to make a melee attack.

IMPROVISED WEAPONS
Sometimes characters don't have their weapons and
have to attack with whatever is close at hand. An
improvised weapon includes any object you can wield
in one or two hands, such as broken glass, a table leg, a
frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar
to an actual weapon and can be treated as such. For
example, a table leg is akin to a club. At the DM's option,
a character proficient with a weapon can use a similar
object as if it were that weapon and use his or her
proficiency bonus.

I-A WE 1 ; EQU 1.1rni E i


147
An object that bears no resemblance to a weapon creatures that are formless, or creatures that are Huge
deals 1d4 damage (the DM assigns a damage type or larger. A creature can use its action to make a DC 10
appropriate to the object). If a character uses a ranged Strength check, freeing itself or another creature within
weapon to make a melee attack, or throws a melee its reach on a success. Dealing 5 slashing damage to the
weapon that does not have the thrown property, it also net (AC 10) also frees the creature without harming it.
deals 1d4 damage. An improvised thrown weapon has a ending the effect and destroying the net.
normal range of 20 feet and a long range of 60 feet. When you use an action, bonus action, or reaction
to attack with a net, you can make only one attack
SILVERED WEAPONS regardless of the number of attacks you can
Some monsters that have immunity or resistance normally make.
to nonrnagical weapons are susceptible to silver
weapons, so cautious adventurers invest extra coin to ADVENTURING GEAR
plate their weapons with silver. You can silver a single
weapon or ten pieces of ammunition for 100 gp. This This section describes items that have special rules or
cost represents not only the price of the silver, but the require further explanation.
time and expertise needed to add silver to the weapon Acid. As an action, you can splash the contents of
this vial onto a creature within 5 feet of you or throw
without making it less effective.
the vial up to 20 feet, shattering it on impact. In either
SPECIAL WEAPONS case, make a ranged attack against a creature or object,
Weapons with special rules are described here. treating the acid as an improvised weapon. On a hit, the
Lance. You have disadvantage when you use a lance target takes 2d6 acid damage.
to attack a target within 5 feet of you. Also, a lance Alchemist's Fire. This sticky, adhesive fluid ignites
requires two hands to wield when you aren't mounted. when exposed to air. As an action, you can throw this
Net. A Large or smaller creature hit by a net is flask up to 20 feet, shattering it on impact. Make a
restrained until it is freed. A net has no effect on ranged attack against a creature or object, treating

rARI• 1
148
Name Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 21b. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1c18)
Sickle 1 gp 1d4 slashing 21b. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed strike 1 bludgeoning
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Martial Mel ee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
G reatswo rd 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
L r• light
Scimitar L3 gp iao siasning J ILL 1- 111CbG,

Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light


Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60). versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb.
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
ADVENTURING GEAR
I tern Cost Weight Item Cost Weight
Abacus 2gp 2 lb. Holy symbol
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb.
Alchemist's fire (flask) 50 gp 1 lb. Emblem 5 gp
Ammunition Reliquary 5 gp 21b.
Arrows (20) gp 1 lb. Holy water (flask) 25 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb.
Crossbow bolts (20) 1 gp 11/2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp P/2 lb. Ink (1 ounce bottle) 10 gp
Antitoxin (vial) 50 gp Ink pen 2cp
Arcane focus Jug or pitcher 2cp 4 lb.
Crystal 10 gp 1 lb. Ladder (10-foot) 1 sp 251b.
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Rod 10 gp 2 lb. Lantern, bullseye 10 gp 2 lh.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp 1 lb. Lock 10 gp 1 lb.
Backpack 2gp 5 lb. Magnifying glass 100 gp
Ball bearings (bag of 1,000) 1 gp 2 lb. Manacles 2gp 6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp 1 lb.
Basket 4 sp 2 lb. Mirror, steel S gp 1/2 lb.
Bedroll 1 gp 7 lb. Oil (flask) 1 sp 1 lb.
Bell 1 gp Paper (one sheet) 2 sp
Blanket 5 sp 3 lb. Parchment (one sheet) 1 sp
Block and tackle 1 gp 5 lb. Perfume (vial) 5 gp
Book 25 gp 5 lb. Pick, miner's 2gp 10 lb.
Bottle, glass 2gp 2 lb. Piton 5 cp 1/4 lb.
Bucket 5 cp 2 lb. Poison, basic (vial) 100 gp
Caltrops (bag of 20) 1 gp 21b. Pole (10-foot) 5 cp 7 lb.
Candle 1 cp Pot, iron 2gp 10 lb.
Case, crossbow bolt 1 gp 1 lb. Potion of healing 50 gp 1/2 lb
Case, map or scroll 1 gp 1 lb. Pouch 5 sp 1 lb.
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb.
Chalk (1 piece) 1 cp Ram, portable 4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 day) 5 sp 2 lb.
Climber's kit 25 gp 12 lb. Robes 1 gp 4 lb.
Clothes, common 5 sp 3 lb. Rope, hempen (50 feet) gp 101b.
Clothes, costume 5 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sack 1 cp 1/2 lb.
Clothes, traveler's 2gp 4 lb. Scale, merchant's 5 gp 3 lb.
Component pouch 25 gp 21b. Sealing wax 5 sp
Crowbar 2gp 5 lb. Shovel 2gp S lb.
Druidic focus Signal whistle 5 cp
Sprig of mistletoe 1 gp Signet ring 5 gp
Totem 1 gp Soap 2c-,p
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spikes, iron (10) 1 gp 5 lb.
Fishing tackle gp 4 lb, Spyglass 1,000 gp 1 lb.
Flask or tankard 2cp 1 lb. Tent, two-person 2gp 20 lb
Grappling hook 2 gp 4 lb. Tinderbox 5 sp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hammer, sledge 2 gp 10 lb. Vial 1 gp
Healer's kit 5 gp 3 lb. Waterskin 2 sp 5 lb. {full)
Whetstone 1 cp 1 lb.
the alchemist's fire as an improvised weapon. On a Druidic Focus. A druidic focus might be a sprig of
hit, the target takes 1d4 fire damage at the start of mistletoe or holly, a wand or scepter made of yew or
each of its turns. A creature can end this damage by another special wood, a staff drawn whole out of a living
using its action to make a DC 10 Dexterity check to tree, or a totem object incorporating feathers, fur. bones,
extinguish the flames. and teeth from sacred animals. A druid can use such an
Antitoxin. A creature that drinks this vial of liquid object as a spellcasting focus, as described in chapter 10.
gains advantage on saving throws against poison for 1 Fishing Tackle. This kit includes a wooden rod, silken
hour. It confers no benefit to undead or constructs. line. corkwood bobbers, steel hooks, lead sinkers, velvet
Arcane Focus. An arcane focus is a special item— lures, and narrow netting.
an orb, a crystal, a rod, a specially constructed staff, Header's Kit. This kit is a leather pouch containing
a wand-like length of wood, or some similar item— bandages, salves, and splints. The kit has ten uses. As
designed to channel the power of arcane spells. A an action, you can expend one use of the kit to stabilize
sorcerer, warlock, or wizard can use such an item as a a creature that has 0 hit points, without needing to make
spellcasting focus, as described in chapter 10. a Wisdom (Medicine) check.
Ball Bearings. As an action, you can spill these tiny Holy Symbol. A holy symbol is a representation of
metal balls from their pouch to cover a level area 10 a god or pantheon. It might be an amulet depicting a
feet square. A creature moving across the covered area symbol representing a deity, the same symbol carefully
must succeed on a DC 10 Dexterity saving throw or fall engraved or inlaid as an emblem on a shield, or a tiny
prone. A creature moving through the area at half speed box holding a fragment of a sacred relic. Appendix B
doesn't need to make the saving throw. lists the symbols commonly associated with many gods
Block and Tackle. A set of pulleys with a cable in the multiverse. A cleric or paladin can use a holy
threaded through them and a hook to attach to objects, a symbol as a spellcasting focus, as described in chapter
block and tackle allows you to hoist up to four times the 10. To use the symbol in this way, the caster must hold it
weight you can normally lift. in hand, wear it visibly, or bear it on a shield.
Book. A book might contain poetry, historical Holy Water. As an action, you can splash the contents
accounts, information pertaining to a particular field of this flask onto a creature within 5 feet of you or throw
of lore, diagrams and notes on gnomish contraptions, it up to 20 feet, shattering it on impact. In either case,
or just about anything else that can be represented make a ranged attack against a target creature, treating
using text or pictures. A book of spells is a speilbook the holy water as an improvised weapon. If the target is
(described later i n this section). a fiend or undead, it takes 2d6 radiant damage.
Caltrops. As an action, you can spread a single bag A kb.
of caltrops to cover a 5-foot-square area. Any creature EQUIPMENT PACKS
that enters the area must succeed on a DC 15 Dexterity The starting equipment you get from your class includes a
saving throw or stop moving and take 1 piercing collection of useful adventuring gear, put together in a pack.
damage. Until the creature regains at least 1 hit point, The contents of these packs are listed here. If you are buying
its walking speed is reduced by 10 feet. A creature your starting equipment, you can purchase a pack for the
moving through the area at half speed doesn't need to price shown, which might be cheaper than buying the items
make the saving throw. individually.
Candle. For 1 hour, a candle sheds bright light in a Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000
ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
5-foot radius and dim light for an additional 5 feet.
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
Case, Crossbow Bolt. This wooden case can hold up
rations, a tinderbox, and a waterskin. The pack also has 50
to twenty crossbow bolts. feet of hempen rope strapped to the side of it.
Case, Map or Scroll. This cylindrical leather case can Diplomat's Pack (39 gp), includes a chest, 2 cases for maps
hold up to ten rolled-up sheets of paper or five rolled-up and scrolls, a set of fine clothes, a bottle of ink, an ink pen,
sheets of parchment. a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
Chain. A chain has 10 hit points. It can be burst with a sealing wax, and soap.
successful DC 20 Strength check. Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar,
Climber's Kit. A climber's kit includes special pitons, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
boot tips, gloves, and a harness. You can use the of rations, and a waterskin. The pack also has 50 feet of
climber's kit as an action to anchor yourself; when you hempen rope strapped to the side of it.
Entertainer's Pack (40 gp). Includes a backpack, a bedroll,
do, you can't fall more than 25 feet from the point where
2 costumes, 5 candles, 5 days of rations, a waterskin, and a
you anchored yourself, and you can't climb more than 25
disguise kit.
feet away from that point without undoing the anchor. Explorer's Pack (TO gp). Includes a backpack, a bedroll,
Component Pouch. A component pouch is a small, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt pouch that has compartments a waterskin. The pack also has 50 feet of hempen rope
to hold all the material components and other special strapped to the side of it.
items you need to cast your spells, except for those Priest's Pack (19 gp). Includes a backpack, a blanket, 10
components that have a specific cost (as indicated in a candles, a tinderbox, an alms box, 2 blocks of incense, a
spell's description). censer, vestments, 2 days of rations, and a waterskin.
Crowbar. Using a crowbar grants advantage Scholar's Pack (40 gp). Includes a backpack, a book of lore,
a bottle of ink, an ink pen, 10 sheets of parchment, a little
to Strength checks where the crowbar's leverage
bag of sand, and a small knife.
can be applied.


A cleric or paladin may create holy water by Magnifying Glass. This lens allows a closer look at
performing a special ritual. The ritual takes 1 hour small objects, it is also useful as a substitute for flint
to perform, uses 25 gp worth of powdered silver, and and steel when starting fires. Lighting a fire with a
requires the caster to expend a 1st-level spell slot. magnifying glass requires light as bright as sunlight to
Hunting Trap. When you use your action to set it, focus, tinder to ignite, and about 5 minutes for the lire
this trap forms a saw-toothed steel ring that snaps shut to ignite. A magnifying glass grants advantage on any
when a creature steps on a pressure plate in the center. ability check made to appraise or inspect an item that is
The trap is affixed by a heavy chain to an immobile small or highly detailed.
object, such as a tree or a spike driven into the ground. Manacles. These metal restraints can bind a Small
A creature that steps on the plate must succeed on a DC or Medium creature. Escaping the manacles requires
13 Dexterity saving throw or take 1d4 piercing damage a successful DC 20 Dexterity check. Breaking them
and stop moving. Thereafter, until the creature breaks requires a successful DC 20 Strength check. Each
free of the trap. its movement is limited by the length set of manacles comes with one key. Without the key,
of the chain (typically 3 feet long). A creature can use a creature proficient with thieves' tools can pick the
its action to make a DC 13 Strength check, freeing manacles' lock with a successful DC 15 Dexterity
itself or another creature within its reach on a success. check. Manacles have 15 hit points.
Each failed check deals 1 piercing damage to the Mess Kit. This tin box contains a cup and simple
trapped creature. cutlery. The box clamps together, and one side can
Lamp. A lamp casts bright light in a 15-foot radius be used as a cooking pan and the other as a plate or
and dim light for an additional 30 feet. Once lit, it burns shallow bowl.
for 6 hours on a flask (I pint) of oil. Oil. Oil usually comes in a clay flask that holds 1
Lantern, Bullseye. A bullseye lantern casts bright pint. As an action, you can splash the oil in this flask
light in a 60-foot cone and dim light for an additional 60 onto a creature within 5 feet ❑f you or throw it up to
feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 20 feet, shattering it on impact. Make a ranged attack
Lantern, Hooded. A hooded lantern casts bright light against a target creature or object, treating the oil as
in a 30-foot radius and dim light for an additional 30 an improvised weapon. On a hit, the target is covered
feet. Once lit, it burns for 6 hours on a flask (1 pint) of in oil. If the target takes any fire damage before the oil
oil. As an action, you can lower the hood, reducing the dries (after 1 minute), the target takes an additional 5
light to dim light in a 5-foot radius. fire damage from the burning oil. You can also pour a
Lock. A key is provided with the lock. Without the flask of oil on the ground to cover a 5-foot-square area,
key, a creature proficient with thieves' tools can pick provided that the surface is level. If lit, the oil burns for
this lock with a successful DC 15 Dexterity check. 2 rounds and deals 5 fire damage to any creature that
Your DM may decide that better locks are available enters the area or ends its turn in the area. A creature
for higher prices. can take this damage only once per turn.
Poison, Basic. You can use the poison in this vial Spyglass. Objects viewed through a spyglass are
to coat one slashing or piercing weapon or up to three magnified to twice their size.
pieces of ammunition. Applying the poison takes Tent. A simple and portable canvas shelter, a
an action. A creature hit by the poisoned weapon or tent sleeps two.
ammunition must make a DC 10 Constitution saving Tinderbox. This small container holds flint, fire steel,
throw or take 1d4 poison damage. Once applied, the and tinder (usually dry cloth soaked in light oil) used to
poison retains potency for 1 minute before drying. kindle a fire. Using it to light a torch—or anything else
Potion ofHealing. A character who drinks the magical with abundant, exposed fuel—takes an action. Lighting
red fluid in this vial regains 2d4 t 2 hit points. Drinking any other fire takes 1 minute.
or administering a potion takes an action. Torch. A torch burns for 1 hour, providing bright light
Pouch. A cloth or leather pouch can hold up to 20 in a 20-foot radius and dim light for an additional 20
sling bullets or 50 blowgun needles, among other feet. If you make a melee attack with a burning torch
things. A compartmentalized pouch for holding spell and hit, it deals 1 fire damage.
components is called a component pouch (described
earlier in this section). CONTAINER CAPACITY
Quiver. A quiver can hold up to 20 arrows. Container Capacity
Rain, Portable. You can use a portable ram to break Backpack* cubic foot/30 pounds of gear
down doors. When doing so, you gain a +4 bonus on the
Barrel 40 gallons liquid, 4 cubic feet solid
Strength check. One other character can help you use
Basket 2 cubic feet/40 pounds of gear
the ram, giving you advantage on this check.
Rations. Rations consist of dry foods suitable Bottle 31/2 pints liquid
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds of gear
Rope. Rope, whether made of hemp or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst with a DC IT Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchant's. A scale includes a small balance, Pot, iron 1 gallon liquid
pans, and a suitable assortment of weights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pounds. With it, you can measure the exact weight of Sack 1 cubic foot/30 pounds of gear
small objects, such as raw precious metals or trade Vial 4 ounces liquid
goods, to help determine their worth.
Waterskin 4 pints liquid
Spellbook. Essential for wizards, a spelibook is
a leather-bound tome with 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for recording spells. to the outside of a backpack.

V!...r.i
Artisan's Tools. These special tools include the items
TOOLS needed to pursue a craft or trade. The table shows
A tool helps you to do something you couldn't otherwise examples of the most common types of tools, each
do, such as craft or repair an item, forge a document, or providing items related to a single craft. Proficiency
pick a lock. Your race, class, background, or feats give with a set of artisan's tools lets you add your proficiency
you proficiency with certain tools. Proficiency with a tool bonus to any ability checks you make using the tools
allows you to add your proficiency bonus to any ability in your craft, Each type of artisan's tools requires a
check you make using that tool. Tool use is not tied to separate proficiency.
a single ability, since proficiency with a tool represents Disguise Kit. This pouch of cosmetics, hair dye, and
broader knowledge of its use. For example, the DM small props lets you create disguises that change your
might ask you to make a Dexterity check to carve a fine physical appearance. Proficiency with this kit lets you
detail with your woodcarver's tools, or a Strength check add your proficiency bonus to any ability checks you
to make something out of particularly hard wood. make to create a visual disguise.
Forgery Kit. This small box contains a variety of
TOOLS papers and parchments, pens and inks, seals and
Item Cost Weight sealing wax, gold and silver leaf, and other supplies
Artisan's tools necessary to create convincing forgeries of physical
Alchemist's supplies 50 gp 8 lb. documents. Proficiency with this kit lets you add your
Brewer's supplies 20 gp 9 lb. proficiency bonus to any ability checks you make to
create a physical forgery of a document.
Calligrapher's supplies 10 gp 5 lb.
Gaming Set. This item encompasses a wide range
Carpenter's tools 8 gp 6 lb.
of game pieces, including dice and decks of cards (for
Cartographer's tools 15 gp. 6 lb. games such as Three-Dragon Ante). A few common
Cobbler's tools 5 gp 5 lb. examples appear on the Tools table, but other kinds of
Cook's utensils 1 gp 8 lb. gaming sets exist. If you are proficient with a gaming
Glassblower's tools 30 gp 5 lb. set, you can add your proficiency bonus to ability checks
Jeweler's tools 25 gp 2 lb. you make to play a game with that set. Each type of
Leatherworker's tools 5 gp 5 lb. gaming set requires a separate proficiency.
Mason's tools 10 gp 8 lb. Herbalism Kit. This kit contains a variety of
Painter's supplies 10 gp 5 lb. instruments such as clippers, mortar and pestle, and
Potter's tools 10 go 3 lb. pouches and vials used by herbalists to create remedies
Smith's tools 20 gp 8 lb.
and potions. Proficiency with this kit lets you add your
Tinker's tools
proficiency bonus to any ability checks you make to
50 gp 10 lb.
identify or apply herbs. Also, proficiency with this kit is
Weaver's tools 1 gp 5 lb.
required to create antitoxin and potions of healing.
Woodcarver's tools 1 gp 5 lb.
Musical Instrument. Several of the most common
Disguise kit 25 gp 3 lb. types of musical instruments are shown on the table as
Forgery kit 15 gp 5 lb. examples. If you have proficiency with a given musical
Corning set instrument, you can add your proficiency bonus to
Dice set 1 sp any ability checks you make to play music with the
Dragonchess set 1 gp 1/2 lb. instrument. A bard can use a musical instrument as a
Playing card set 5 sp spellcasting focus, as described in chapter 10. Each type
Three-Dragon Ante set 1 gp of musical instrument requires a separate proficiency.
Herbalism kit 5 gp 3 lb.
Navigator's Tools. This set of instruments is used
for navigation at sea. Proficiency with navigator's tools
Musical instrument
lets you chart a ship's course and follow navigation
Bagpipes 30 gp 6 lb.
charts. In addition, these tools allow you to add your
Drum 6 gp 3 lb.
proficiency bonus to any ability check you make to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp 1 lb. Poisoner's Kit. A poisoner's kit includes the vials,
Lute 35 gp 2 lb. chemicals, and other equipment necessary for the
Lyre 30 gp 2 lb. creation of poisons. Proficiency with this kit lets you add
Horn 3 gp 2 lb. your proficiency bonus to any ability checks you make to
Pan flute 12 gp 2 lb, craft or use poisons.
Shawm 2 gp 1 lb. Thieves' Tools. This set of tools includes a small file,
Viol 30 gp 1 lb. a set of lock picks, a small mirror mounted on a metal
25 gp 2 lb.
handle, a set of narrow-bladed scissors, and a pair of
Navigator's tools
pliers. Proficiency with these tools lets you add your
Poisoner's kit 50 gp 2 lb.
proficiency bonus to any ability checks you make to
Thieves' tools 25 gp 1 lb.
disarm traps or open locks.
Vehicles (land or water)

* See the "Mounts and Vehicles" section.

P.1121
1
MOUNTS AND VEHICLES
A good mount can help you move more quickly through
the wilderness, but its primary purpose is to carry the
gear that would otherwise slow you down. The Mounts
and Other Animals table shows each animal's speed and
base carrying capacity.
An animal pulling a carriage, cart, chariot, sled,
or wagon can move weight up to five times its base
carrying capacity, including the weight of the vehicle.
If multiple animals pull the same vehicle, they can add
their carrying capacity together.
Mounts other than those listed here are available in
the worlds of D&D. but they arc rare and not normally
available for purchase. These include flying mounts
(pegasi, griffons, hippogriffs, and similar animals) and
even aquatic mounts (giant sea horses, for example).
Acquiring such a mount often means securing an egg
and raising the creature yourself, making a bargain with
a powerful entity, or negotiating with the mount itself.
Barding. Barding is armor designed to protect an
animal's head, neck, chest, and body. Any type of
armor shown on the Armor table in this chapter can
be purchased as harding. The cost is four times the
equivalent armor made for humanoids, and it weighs
twice as much.
Saddles. 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. An exotic saddle is required for riding any
aquatic or flying mount.
Vehicle Proficiency. If you have proficiency with a
certain kind of vehicle (land or water), you can add your
proficiency bonus to any check you make to control that
kind of vehicle in difficult circumstances.
Rowed Vessels. 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

:,5
the vehicle. These vehicles can't be rowed against any TRADE GOODS
significant current, but they can be pulled upstream Cost Goods
by draft animals on the shores. A rowboat weighs 100
1 cp 1 lb. of wheat
pounds, in case adventurers carry it over land.
2 cp 1 lb. of flour or one chicken
5 cp 1 lb. of salt
MOUNTS AND OTHER ANIMALS
1 sp 1 lb. of iron or 1 sq. yd. of canvas
Carrying
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
Item Cost Speed Capacity
1 gp 1 lb. of ginger or one goat
Camel 50 gp 50 ft. 480 lb.
2 gp 1 lb. of cinnamon or pepper, or one sheep
Donkey or mule gp 40 ft. 420 lb.
3 gp 1 lb. of doves or one pig
Elephant 200 gp 40 ft. 1,320 lb.
5 gp 1 lb. of silver or 1 sq. yd. of linen
Horse, draft 50 gp 40 ft. 540 lb.
10 gp 1 sq. yd. of silk or one cow
Horse, riding 75 gp 60 ft. 480 lb.
195 lb.
15 gp 1 lb. of saffron or one ox
Mastiff 25 gp 40 ft.
50 gp 1 lb. of gold
Pony 30 gp 40 ft. 225 lb.
500 gp 1 lb. of platinum
Warhorse 400 gp 60 ft. 540 lb.

TACK, HARNESS, AND DRAWN VEHICLES

Item Cost Weight EXPENSES


Barding x4 x2 When not descending into the depths of the earth,
Bit and bridle 2 gp 1 lb. exploring ruins for lost treasures, or waging war against
Carriage 100 gp 600 lb. the encroaching darkness, adventurers face more
15 gp 200 lb. mundane realities. Even in a fantastical world, people
Cart
require basic necessities such as shelter, sustenance,
Chariot 250 gp 100 lb.
and clothing. These things cost money, although some
Feed (per day) 5 cp 10 lb.
lifestyles cost more than others.
Saddle
Exotic 60 gp 40 lb. LIFESTYLE EXPENSES
Military 20 gp 30 lb.
Lifestyle expenses provide you with a simple way to
Pack 5 gp 15 lb.
account for the cost of living in a fantasy world. They
Riding 10 gp 25 lb. cover your accommodations, food and drink, and all
Saddlebags 4 gp 8 lb. your other necessities. Furthermore, expenses cover the
Sled 20 gp 300 lb. cost of maintaining your equipment so you can be ready
Stabling (per day) 5 sp when adventure next calls.
Wagon 35 gp 400 lb. At the start of each week or month (your choice),
choose a lifestyle from the Expenses table and pay the
WATERBORNE VEHICLES price to sustain that lifestyle. The prices listed are per
Item Cost Speed day, so if you wish to calculate the cost of your chosen
Galley 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
1 mph
by 30. Your lifestyle might change from one period to
Keelboat 3,000 gp
the next, based on the funds you have at your disposal,
Longship 10,000 gp 3 mph
or you might maintain the same lifestyle throughout
Rowboat 50 gp 11/z mph
your character's career.
Sailing ship 10,000 gp 2 mph
Your lifestyle choice can have consequences.
Warship 25,000 gp 21/2 mph Maintaining a wealthy lifestyle might help you make
contacts with the rich and powerful, though you run the
risk of attracting thieves. Likewise, living frugally might
TRADE GOODS help you avoid criminals, but you are unlikely to make
Most wealth is not in coins. It is measured in livestock, powerful connections.
grain, land, rights to collect taxes, or rights to resources
(such as a mine or a forest). LIFESTYLE EXPENSES
Guilds, nobles, and royalty regulate trade. Chartered Lifestyle Price/Day
companies are granted rights to conduct trade along
Wretched
certain routes, to send merchant ships to various ports,
Squalid 1 sp
or to buy or sell specific goods. Guilds set prices for
the goods or services that they control, and determine Poor 2 sp
who may or may not offer those goods and services. Modest 1 gp
Merchants commonly exchange trade goods without Comfortable 2 gp
using currency. The Trade Goods table shows the value Wealthy 4 gp
of commonly exchanged goods. Aristocratic 10 gp minimum
Wretched. You live in inhumane conditions. With Comfortable. Choosing a comfortable lifestyle
no place to call home, you shelter wherever you can, means that you can afford nicer clothing and can easily
sneaking into barns. huddling in old crates, and relying maintain your equipment. You live in a small cottage
on the good graces of people better off than you. A in a middle-class neighborhood or in a private room
wretched lifestyle presents abundant dangers. Violence, at a fine inn. You associate with merchants, skilled
disease, and hunger follow you wherever you go. Other tradespeople, and military officers.
wretched people covet your armor, weapons, and Wealthy. Choosing a wealthy lifestyle means living a
adventuring gear, which represent a fortune by their life of luxury, though you might not have achieved the
standards. You are beneath the notice of most people. social status associated with the old money of nobility
Squalid. You live in a leaky stable, a mud-floored hut or royalty. You live a lifestyle comparable to that of a
just outside town, or a vermin-infested boarding house highly successful merchant, a favored servant of the
in the worst part of town. You have shelter from the royalty, or the owner of a few small businesses. You
elements, but you live in a desperate and often violent have respectable lodgings, usually a spacious home in
environment, in places rife with disease, hunger, and a good part of town or a comfortable suite at a fine inn.
misfortune. You are beneath the notice of most people, You likely have a small staff of servants.
and you have few legal protections. Most people at Aristocratic. You live a life of plenty and comfort. You
this lifestyle level have suffered some terrible setback. move in circles populated by the most powerful people
They might be disturbed, marked as exiles, or suffer in the community. You have excellent lodgings, perhaps
from disease. a townhouse in the nicest part of town or rooms in the
Poor. A poor lifestyle means going without the finest inn. You dine at the best restaurants, retain the
comforts available in a stable community. Simple food most skilled and fashionable tailor, and have servants
and lodgings, threadbare clothing, and unpredictable attending to your every need. You receive invitations
conditions result in a sufficient, though probably to the social gatherings of the rich and powerful, and
unpleasant, experience. Your accommodations might spend evenings in the company of politicians, guild
be a room in a flophouse or in the common room above leaders, high priests, and nobility. You must also
a tavern. You benefit from some legal protections, contend with the highest levels of deceit and treachery.
but you still have to contend with violence, crime, The wealthier you are, the greater the chance you will
and disease. People at this lifestyle level tend to be be drawn into political intrigue as a pawn or participant.
unskilled laborers, costermongers, peddlers, thieves,
mercenaries, and other disreputable types. FOOD, DRINK, AND LODGING
Modest. A modest lifestyle keeps you out of the slums The Food, Drink, and Lodging table gives prices for
and ensures that you can maintain your equipment. individual food items and a single night's lodging. These
You live in an older part of town, renting a room in a prices are included in your total lifestyle expenses.
boarding house, inn, or temple. You don't go hungry or
thirsty, and your living conditions are clean, if simple. FOOD, DRINK, AND LODGING
Ordinary people living modest lifestyles include soldiers
Item Cost
with families, laborers, students, priests, hedge wizards,
and the like. Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per cloy)
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gP
Meat, chunk 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
SELF-SUFFECEENCY
The expenses and lifestyles described in this chapter assume
that you are spending your time between adventures in town,
availing yourself of whatever services you can afford—paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.
Maintaining this kind of lifestyle doesn't require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent of a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent of a comfortable lifestyle.
-

SERVICE S
Adventurers can pay nonplayer characters to assist them
or act on their behalf in a variety of circumstances. Most
such hirelings have fairly ordinary skills, while others
are masters of a craft or art, and a few are experts with
specialized adventuring skills. Skilled hirelings include anyone hired to perform a
Some of the most basic types of hirelings appear on service that involves a proficiency (including weapon,
the Services table. Other common hirelings include toot, or skill): a mercenary, artisan, scribe, and so on.
any of the wide variety of people who inhabit a typical The pay shown is a minimum; some expert hirelings
town or city, when the adventurers pay them to require more pay. Untrained hirelings are hired for
perform a specific task. For example, a wizard might menial work that requires no particular skill and can
pay a carpenter to construct an elaborate chest (and include laborers, porters, maids, and similar workers.
its miniature replica) for use in the Leomund's secret
chest spell. A fighter might commission a blacksmith to SPELLCASTING SERVICES
forge a special sword. A bard might pay a tailor to make People who are able to cast spells don't fall into the
exquisite clothing for an upcoming performance in category of ordinary hirelings. It might be possible to
front of the duke. find someone willing to cast a spell in exchange for coin
Other hirelings provide more expert or dangerous or favors, but it is rarely easy and no established pay
services. Mercenary soldiers paid to help the rates exist. As a rule, the higher the level of the desired
adventurers take on a hobgoblin army are hirelings, as spell, the harder it is to find someone who can cast it
are sages hired to research ancient or esoteric lore. If a and the more it costs.
high-level adventurer establishes a stronghold of some Hiring someone to cast a relatively common spell
kind, he or she might hire a whole staff of servants and of 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city or town, and might cost 10 to 50
to menial laborers to keep the stables clean. These gold pieces (plus the cost of any expensive material
hirelings often enjoy a long-term contract that includes components). Finding someone able and willing to
a place to live within the stronghold as part of the cast a higher-level spell might involve traveling to a
offered compensation. large city, perhaps one with a university or prominent
temple. Once found, the spellcaster might ask for a
SERVICES service instead of payment—the kind of service that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerous locale or traversing a monster-
Coach cab
infested wilderness to deliver something important to
Between towns 3 cp per mile
a distant settlement.
Within a city 1 cp
Hireling
Skilled 2 gp per day
TRINKETS
2 sp per day
When you make your character, you can roll once on
Untrained
the Trinkets table to gain a trinket, a simple item lightly
Messenger 2 cp per mile
touched by mystery. The DM might also use this table.
Road or gate toll 1 cp
It can help stock a room in a dungeon or fill a creature's
Ship's passage 1 sp per mile
pockets.

PACT 7 LOr..71 pm j
TRINKETS d100 Trinket
d100 Trinket 27 A shard of obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece of crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging From a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you don't know 29 A pair of old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape of a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized far a human
10 The deed fora parcel of land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells of perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump of coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit of flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette of a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood

11.
d100 Trinket d100 Trinket
51 A dead scarab beetle the size of your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching of a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that can't be lit 81 A purple handkerchief embroidered with the name of
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half of a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit of folded cloth that, when unfolded, turns into
59 A rabbit's foot a stylish cap
60 A glass eye 84 A receipt of deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size of a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says "dreams"
64 A pyramid of sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says,
71 A fragment of a beautiful song, written as musical "The Wizard of Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when it's not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex "Griffon Grease"
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes of a hero

7-

44
4
3. Choose a magic item of any rarity for which the entry COMMON MAGIC ITEMS
in this row is not 0.
The Dungeon Master’s Guide includes many magic
4. When the characters obtain an item, modify your
items of every rarity. The one exception are common
notes to indicate which part of your budget this expen— items; that book includes few of them. This section intro—
diture came from by subtracting 1 from the appropri- duces more of them to the game. These items seldom in—
ate entry on the table.
crease a character’s power, but they are likely to amuse
In the future, if you choose an item of a rarity that’s players and provide fun roleplaying opportunities.
not available in the current tier but is still available in The magic items are presented in alphabetical order.
a lower tier, deduct the item from the lower tier. If all
lower tiers also have no items available of a given rarity, AEMOR 0E GLEAMING
deduct the item from a higher tier. Armor (any medium or heavy), common
This armor never gets dirty.
CHOOSING ITEMS PIECEMEAL
If you prefer a more free—form method of choosing magic BEAD or NOURISHMENT
items, simply select each magic item you want to give Wondrous item, common
out; then, when the characters acquire one, deduct it
This spongy, flavorless, gelatinous bead dissolves on
from the Magic Items Awarded by Rarity table in your
your tongue and provides as much nourishment as 1 day
notes. Whenever you do so, start with the lowest tier,
of rations.
and deduct the item from the first number you come
across in the appropriate rarity column for the item, BEAD OF REERESHMENT
whether its minor or major. If that tier doesn’t have a Wondrous item. common
number greater than 0 for that rarity, go up a tier until
This spongy, flavorless, gelatinous bead dissolves in
you find one that does, and deduct the magic item from
liquid, transforming up to a pint of the liquid into fresh,
that number. Following this process, you will zero out
each row of the table in order, going from the lowest lev- cold drinking water. The head has no effect on magical
liquids or harmful substances such as poison.
els to the highest.

OVERSTOCKING AN ADVENTURE BOOTS or FALSE TRACKS


Wondrous item, common
The magic item tables in this section are based on the
number of items the characters are expected to receive, Only humanoids can wear these boots. While wearing
not the number of items that are available in an adven— the boots, you can choose to have them leave tracks like
ture. When creating or modifying an adventure, assume those of another kind of humanoid of your size.
that the characters won’t find all the items you place in
it, unless most of the loot is in easy-to—find locations. CANDLE OF THE DEEP
Here’s a good rule of thumb: an adventure can include a Wondrous item, common
number of items that’s 25 percent higher than the num— The flame of this candle is not extinguished when
bers in the tables (round up). For example, an adventure immersed in water. It gives off light and heat like a nor-
designed to take characters from 1st to 4th level might mal candle.
include fourteen items rather than eleven, in the expec-
tation that three of those items won’t be found. CAST— OFF ARMOR
A
_‘
Armor (light, medium. or heavy), common
ARE MAGIC ITEMS NECESSARY IN A CAMPAIGN? You can doff this armor as an action.
The D&D game is built on the assumption that magic
items appear sporadically and that they are always a boon, CHARLATAN’S DIE
unless an item bears a curse. Characters and monsters are Wondrous item. common (requires attunement)
built to face each other without the help of magic Items,
which means that having a magic item always makes a Whenever you roll this six—sided die, you can control
character more powerful or versatile than a generic char- which number it rolls.
acter ofthe same level. As DM, you never have to worry
about awarding magic items just so the characters can CLOAK OF BILLOWING
keep up with the campaign’s threats. Magic items are truly Wondrous item, common
prizes. Are they usefuliJ Absolutely. Are they necessary? No. While wearing this cloak, you can use a bonus action to
Magic items can go from nice to necessary in the rare make it billow dramatically.
group that has no spellcasters, no monk, and no NPCs
capable of casting magic weapon. Having no magic makes CLOAK or MANY FASHIONS
it extremely difl'icult for a party to overcome monsters that
Wondrous item, common
have resistances or immunity to nonmagical damage. In
such a game, you’ll want to be generous with magic weap- While wearing this cloak, you can use a bonus action to
ons or else avoid using such monsters. change the style, color, and apparent quality of the gar-
ment. The cloak’s weight doesn’t change. Regardless of
r

its appearance, the cloak can’t be anything but a cloak.


Although it can duplicate the appearance of other magic
cloaks, it doesn’t gain their magical properties.

' 33' -1 Ii 11") l...“


CLOCKWORK AMULET HAT OF VERMIN
Wondrous item, common Wondrous item, common
This copper amulet contains tiny interlocking gears This hat has 3 charges. While holding the hat, you can
and is powered by magic from Mechanus, a plane of use an action to expend 1 of its charges and speak a
clockwork predictability. A creature that puts an ear to command word that summons your choice ofa hat, a
the amulet can hear faint ticking and whirring noises frog, or a rat (see the Player’s Handbook or the Monster
coming from within. Manual for statistics). The summoned creature magi-
When you make an attack roll while wearing the am— cally appears in the hat and tries to get away from you
ulet, you can forgo rolling the d20 to get a 10 on the die. as quickly as possible. The creature is neither friendly
Once used. this property can’t be used again until the nor hostile, and it isn’t under your control. It behaves as
next dawn. an ordinary creature of its kind and disappears after 1
hour or when it drops to 0 hit points. The hat regains all
CLOTHES OF MENDING expended charges daily at dawn.
Wondrous item, common
HAT OF WIZARDRY
This elegant outfit of traveler’s clothes magically mends
Wondrous item, common (requires attunemenr by a
itself to counteract daily wear and tear. Pieces of the out-
Wizard)
fit that are destroyed can’t be repaired in this way.
This antiquated, cone—shaped hat is adorned with gold
DARK SHARD AMULET crescent moons and stars. While you are wearing it, you
Wondrous item, common (requires attunement by a gain the following benefits:
wariock)
- You can use the hat as a spellcasting focus for your
This amulet is fashioned from a single shard of resilient wizard spells.
extraplanar material originating from the realm of your - You can try to cast a cantrip that you don’t know. The
warlock patron. While you are wearing it, you gain the cantrip must be on the wizard spell list, and you must
following benefits: make a DC 10 Intelligence (Arcana) check. If the
- You can use the amulet as a spellcasting focus for check succeeds, you cast the spell. If the check fails,
your warlock spells. so does the spell, and the action used to cast the spell
You can try to cast a cantrip that you don’t know. The is wasted. In either case, you can’t use this property
cantrip must be on the warlock spell list, and you again until you finish a long rest.
must make a DC 10 Intelligence (Arcana) check. If the
HEWARD’S HANDY SPICE POUCH
check succeeds, you cast the spell. If the check fails,
Wondrous item, common
so does the spell, and the action used to cast the spell
is wasted. In either case, you can’t use this property This belt pouch appears empty and has 10 charges.
again until you finish a long rest. While holding the pouch, you can use an action to ex-
pend l of its charges, speak the name of any nonmag-
DREAD HELM ical food seasoning (such as salt, pepper, saffron, or
Wondrous item, common cilantro), and remove a pinch of the desired seasoning
This fearsome steel helm makes your eyes glow red from the pouch. A pinch is enough to season a single
while you wear it. meal. The pouch regains 1d6 + 4 expended charges
daily at dawn.
EAR HORN OF HEARING
Wondrous item, common
HORN OF SILENT ALARM
Wondrous item, common
While held up to your ear, this horn suppresses the ef—
fects of the deafened condition on you, allowing you to This horn has 4 charges. When you use an action to
hear normally. blow it, one creature of your choice can hear the horns
blare, provided the creature is within 600 feet of the
ENDURING SPELLBOOK horn and not deafened. No other creature hears sound
Wondrous item, common coming from the horn. The horn regains ld4 expended
charges daily at dawn.
This spellbook, along with anything written on its
pages, can’t be damaged by fire or immersion in water. INSTRUMENT OF ILLUSIONS
In addition, the spellbook doesn't deteriorate with age.
Wondrous item, common (requires attunement)
ERSATZ EYE While you are playing this musical instrument, you
Wondrous item, common (requires attunement) can create harmless, illusory visual effects within a
5—foot—radius sphere centered on the instrument. If
This artificial eye replaces a real one that was lost or
you are a bard, the radius increases to 15 feet. Sample
removed. While the ersata eye is embedded in your eye
Visual effects include luminous musical notes, a spec—
socket, it can’t be removed by anyone other than you,
tral dancer, butterflies, and gently falling snow. The
and you can see through the tiny orb as though it were a
magical effects have neither substance nor sound, and J .r" _
normal eye.
they are obviously illusory. The effects end when you
stop playing.

ii -‘~ ii'l'l‘il f.‘ I)”; T'\.f'.-I'['J'*.' "al .'~.‘i'l i- l’V‘: l'f Jill ti
INSTRUMENT OF SGRIBING PIPE OF SMOKE MONSTERS
Wondrous item, common (requires attunement) Wondrous item, common

This musical instrument has 3 charges. While you are While smoking this pipe, you can use an action to ex-
playing it, you can use an action to expend 1 charge hale a puff of smoke that takes the form of a single crea—
from the instrument and write a magical message on ture, such as a dragon, a flumph, or a froghemoth. The
a nonmagical object or surface that you can see within form must be small enough to fit in a 1-foot cube and
30 feet of you. The message can be up to six words long loses its shape after a few seconds, becoming an ordi-
and is written in a language you know. If you are a bard, nary puff of smoke.
you can scribe an additional seven words and choose
POLE OF ANGLING
to make the message glow faintly, allowing it to be seen
Wondrous item, common
in nonmagical darkness. Casting dispel magic on the
message erases it. Otherwise, the message fades away While holding this 10—foot pole, you can speak a com-
after 24 hours. mand word and transform it into a fishing pole with a
The instrument regains all expended charges hook, a line, and a reel. Speaking the command word
I"

daily at dawn. again changes the fishing pole back into a normal
10—foot pole.
LOCK OF TRICKERY
Wondrous item, common POLE OF COLLAPSING
Wondrous item, common
This lock appears to be an ordinary lock (of the type
described in chapter 5 of the Player’s Handbook) and While holding this 10—foot pole, you can use an action
comes with a single key. The tumblers in this lock magi.- to speak a command word and cause it to collapse into
cally adjust to thwart burglars. Dexterity checks made to a l-foot-long rod, for ease of storage. The poles weight
i! l, pick the lock have disadvantage. doesn’t change. You can use an action to speak a dif-
:i
ferent command word and cause the rod to revert to a
MOON—TOUCHED SWORD pole; however, the rod will elongate only as far as the
Weapon (any sword), common surrounding space allows.
In darkness, the unsheathed blade of this sword. sheds
POT OF AWAKENING
moonlight, creating bright light in a 15-foot radius and
Wondrous item, common
dim light for an additional 15 feet.
lfyou plant an ordinary shrub in this lO-pound clay pot
MYSTERY KEY and let it grow for 30 days, the shrub magically trans-
Wondrous item, common forms into an awakened shrub (see the Monster Man-
A question mark is worked into the head of this key. The ual for statistics) at the end of that time. When the shrub
key has a 5 percent chance of unlocking any lock into awakens, its roots break the pot, destroying it.
which it’s inserted. Once it unlocks something, the key The awakened shrub is friendly toward you. Absent
disappears. commands from you, it does nothing.

ORB OF DIRECTION ROPE OF MENDING


Wondrous item, common Wondrous item, common

While holding this orb, you can use an action to deter- You can cut this 50-foot coil of hempen rope into any
mine which way is north. This property functions only number of smaller pieces, and then use an action to
on the Material Plane. speak a command word and cause the pieces to knit
back together. The pieces must be in contact with each
ORB OF TiME other and not otherwise in use. A rope ofmending is for-
Wondrous item, common ever shortened if a section of it is lost or destroyed.
While holding this orb, you can use an action to de-
RUBY OF THE WAR MAGE
termine whether it is morning, afternoon, evening, or
Wondrous item, common (requires attunement by a
nighttime outside. This property functions only on the
speilcaster)
Material Plane.
Etched with eldritch runes, this l—inch-diameter ruby
PERFUME OF BEWITCHING allows you to use a simple or martial weapon as a spell—
Wondrous item, common casting focus for your spells. For this property to work,
you must attach the ruby to the weapon by pressing the
This tiny vial contains magic perfume, enough for one
ruby against it for at least 10 minutes. Thereafter, the
use. You can use an action to apply the perfume to your-
ruby can’t be removed unless you detach it as an action
self, and its effect lasts 1 hour. For the duration, you
have advantage on all Charisma checks directed at hu- or the weapon is destroyed. Not even an antimagic fieid
manoids of challenge rating 1 or lower. Those subjected
causes it to fall off. The ruby does fall off the weapon if
your attunement to the ruby ends.
to the perfume’s effect are not aware that they’ve been
influenced by magic.
SHIELD or EXPRESSION
Armor(shie1d), common
The front of this shield is shaped in the likeness of a
face. While bearing the shield, you can use a bonus ac—
tion to alter the faces expression.

SMOLDERING ARMOR
Armor (any), common
Wisps of harmless, odorless smoke rise from this armor
while it is worn.

STAFF OF ADORNMENT
Stat}: common
Ifyou place an object weighing no more than 1 pound
(such as a shard of crystal, an egg, or a stone) above
the tip of the staff while holding it, the object floats an
inch from the staff’s tip and remains there until it is
removed or until the staff is no longer in your posses-
sion. The staff can have up to three such objects floating
over its tip at any given time. While holding the staff,
you can make one or more of the objects slowly spin or
turn in place.

STAFF or BIRDCALLS
Staff common

This wooden staff is decorated with bird carvings. It has


10 charges. While holding it, you can use an action to
expend 1 charge from the staff and cause it to create one
of the following sounds out to a range of 60 feet: a finch’s
chirp, a raven's caw, a duck’s quack, a chicken’s cluck, a
goose‘s book, a loon’s call, a turkey’s gobble, a seagull’s
cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
UNenEnxnsLE Annows
the staff explodes in a harmless cloud of bird feathers
and is lost forever.
TANKARD OF SOBRIETY
STAFF OF FLOWERS
Wondrous item, common
Sraflf common
This tankard has a stern face sculpted into one side. You
This wooden staff has 10 charges. While holding it, you
can drink ale, wine, or any other nonmagical alcoholic
can use an action to expend 1 charge from the staff and
beverage poured into it without becoming inebriated.
cause a flower to sprout from a patch of earth or soil
The tankard has no effect on magical liquids or harmful
within 5 feet of you, or from the staff itself. Unless you
substances such as poison.
choose a specific kind of flower, the staff creates a mild-
scented daisy. The flower is harmless and nonmagical, UNBREAKABLE ARROW
and it grows or withers as a normal flower would.
Weapon (arrow), common
The staff regains 1d6 + 4 expended charges daily at
dawn. Ifyou expend the last charge, roll a d20. On a 1, This arrow can’t be broken, except when it is within an
the staff turns into flower petals and is lost forever. an tjmag'ic‘ field.

TALKING DOLL VETERAN’S CANE


Wondrous item, common (requires attunement) Wondrous item, common

While this stuffed doll is within 5 feet of you, you can When you grasp this walking cane and use a bonus ac-
spend a short rest telling it to say up to six phrases, none tion to speak the command word, it transforms into an
of which can be more than six words long, and set a con— ordinary longsword and ceases to be magical.
dition under which the doll speaks each phrase. You can
WALLOPING AMM UNITION
also replace old phrases with new ones. Whatever the
condition, it must occur within 5 feet of the doll to make
Weapon (any ammunition), common
it speak. For example, whenever someone picks up the This ammunition packs a wallop. A creature hit by the
doll, it might say, “I want a piece of candy.” The doll’s ammunition must succeed on a DC 10 Strength saving
phrases are lost when your attunement to the doll ends. throw or be knocked prone.
WAND or CONDUCTING MAGIC ITEM TABLES
Wand, common The tables in this section classify the magic items from
This wand has 3 charges. While holding it, you can use the Dungeon Master’s Guide and the new items pre—
an action to expend 1 of its charges and create orches— sented here into minor items and major items, then sep-
tral music by waving it around. The music can be heard arate the items in each group according to rarity. Each
out to a range of 60 feet and ends when you stop wav- table entry includes the item’s type and an indication of
ing the wand. whether the item requires attunement. Artifacts aren’t
The wand regains all expended charges daily at dawn. included here; they are beyond even major items in
If you expend the wand’s last charge, roll a d20. On a power and importance.
1, a sad tuba sound plays as the wand crumbles to dust
and is destroyed. MINOR ITEMS, COMMON
Item Type Attune?
WAND OF PYROTECHNICS
Armor of gleaming Armor No
Wand, common
Bead ofnourishment Wondrous item No
This wand has 7 charges. While holding it, you can use Wondrous item No
Bead of refreshment
an action to expend 1 of its charges and create a harm-
Boots offalse tracks Wondrous item No
less burst of multicolored light at a point you can see
Candle ofthe deep Wondrous item No
up to 60 feet away. The burst of light is accompanied
by a crackling noise that can be heard up to 300 feet Cast—off armor Armor No
away. The light is as bright as a torch flame but lasts Charlatan’s die Wondrous item Yes
only a second. Cloak ofbillowing Wondrous item No
The wand regains 1d6 + 1 expended charges daily at Cloak of many fashions Wondrous item No
dawn. Ifyou expend the wand’s last charge, roll a d20. Clockwork amulet Wondrous item No
On a 1, the wand erupts in a harmless pyrotechnic dis- Clothes of mending Wondrous item NO
play and is destroyed. Dark shard amulet Wondrous item Yes (warlock)
Dread helm Wondrous item No
WAND or SCOWLS
Ear horn ofhearing Wondrous item No
Wand, common
Enduring spellbook Wondrous item No
This wand has 3 charges. While holding it, you can use Yes
Ersatz eye Wondrous item
an action to expend 1 of its charges and target a human—
Hat ofvermin Wondrous item No
oid you can see within 30 feet of you. The target must
Hat ofwizardry Wondrous item Yes (wizard)
succeed on a DC 10 Charisma saving throw or be forced
to scowl for 1 minute. Heward’s handy spice Wondrous item

The wand regains all expended charges daily at dawn. pouch


If you expend the wand’s last charge, roll a d20. On a 1, Horn ofsilent alarm Wondrous item No
the wand transforms into a wand of smiles. Instrument ofillusions Wondrous item Yes
Instrument of scribing Wondrous item Yes
WAND or SMILES Lock oftrickery Wondrous item No
Wand, common Moon-touched sword Weapon No
This wand has 3 charges. While holding it, you can use Mystery key Wondrous item No
an action to expend 1 of its charges and target a human- Orb ofdirection Wondrous item No
oid you can see within 30 feet of you. The target must Orb oftime Wondrous item No
succeed on a DC 10 Charisma saving throw or be forced Wondrous item No
Perfume of bewitching
to smile for 1 minute.
Pipe of smoke monsters Wondrous item No
The wand regains all expended charges daily at dawn.
Pole ofangling Wondrous item No
If you expend the wand’s last charge, roll a d20. On a 1,
Pole ofcollapsing Wondrous item No
the wand transforms into a wand ofscowls.
.‘ LL Pot of awakening Wondrous item No
CREATING ADDITIONAL COMMON ITEMS Potion ofclimbing Potion No
The “Special Features” section in chapter 7 ofthe Dungeon Potion of healing Potion No
Master’s Guide is useful ifyou want to design other com- Rope of mending Wondrous item No
mon magic items. For example, the What Minor Property Ruby ofthe war mage Wondrous item Yes (spellcaster)
Does It Have? table might inspire you to create a magic Shield ofexpression Armor No
item that allows a character to speak and understand the Armor No
Smoldering armor
Goblin language (based on the table’s Language property),
a magic item that glows in the presence offiends (based Spell scroll (cantrip) Scroll No
on the Sentinel property), or a magic item that projects Spell scroll (lst level) Scroll No
its user’s voice over a great distance (based on the War Staffofadornment Staff No
Leader property). Staffofbirdcalls Staff No
Item Type Mme? MINOR ITEMS, RARE
Staff of flowers Staiclr No Item Type Attune?
Talking doll Wondrous item Yes Ammunition, +2 Weapon No
Tankard of sobriety Wondrous item No Bag of beans Wondrous item No
Unbreakable arrow Weapon No Bead offorce Wondrous item No
Veteran’s cane Wondrous item No Chime otopening Wondrous item No
Walloping ammunition Weapon No Elixir of health Potion No -i
Wand ofconducting Wand No Folding boat Wondrous item No :
Wand of pyrotechnics Wand No Heward's handy haversack Wondrous item No
Wand of scowls Wand No Horseshoes ofspeed Wondrous item No
Wand of smiles Wand No Necklace offireballs Wondrous item No
Oil of etherealness Potion No
MINOR ITEMS, UNCOMMON Portable hole Wondrous item No
Item Type Attune? Potion ofclairvoyance Potion No
Alchemy jug Wondrous item No Potion ofdimi‘nution Potion No
Ammunition, +1 Weapon No Potion otfire giant strength Potion No .

Bag ofholding Wondrous item No Potion offrost giant Potion No l

Cap ofvvater breathing Wondrous item No strength . )


Cloak ofthe manta ray Wondrous item No Potion ofgaseous form Potion NO l
Decanter ofendless water Wondrous item No Potion ofherorsm .. Potion NO I
Driftglobe Wondrous item No Potion oflnvulnerabulllty Potion No

Dust ofdisappearance Wondrous item No Potron ofmind reading Potion NO


Dust ofdryness Wondrous item No Potion Of stone giant Potion NO
Dust ofsneezing and Wondrous item No strength
choking Potion oisuperior healing Potion No
Elemental gem Wondrous item No Quaal’s feather token Wondrous item No

Eyes ofminute seeing Wondrous item No SClOll ofprotectlon SUD” NO


Goggles ofnight Wondrous item No Spell scroll (4th level) Scroll No

Helm of comprehending Wondrous item No Spell scroll (5th level) SUD“ NO


languages
Immovablerod Rod NO MINOR ITEMS, VERY RARE
Keoghtom’s ointment Wondrous item No Item Type Attune?
Lantern of revealing Wondrous item No Ammunition, +3 Weapon No
Mariner's armor Armor No Arrow otslaying Weapon No
Mithral armor Armor No Bag ofdevouring Wondrous item No
Oil ofslipperiness Potion No Horseshoes ofa zephyr Wondrous item No
Periapt of health Wondrous item No Nolzur's marvelous Wondrous item No
Philter oflove Potion No pigments
Potion ofanimal friendship Potion No Oil ofsharpness Potion No
Potion otfire breath Potion No Potion ofcloud giant Potion No
Potion oigreater healing Potion No strength
Potion otgrowth Potion No Potion otflying Potion No
Potion of hill giant strength Potion No Potion of invisibility Potion No
Potion of poison Potion No Potion oflongevity Potion No
Potion of resistance Potion No Potion ofspeed Potion No
Potion ofwater breathing Potion No Potion of‘supreme healing Potion No
Ring of swimming Ring No Potion ofvitality Potion No
Robe ofusei‘ul items Wondrous item No Spell scroll (6th level) Scroll No
Rope of climbing Wondrous item No Spell scroll (7th level) Scroll No
Saddle ofthe cavalier Wondrous item No Spell scroll (8th level) Scroll No
Sending stones Wondrous item No
Spell scroll (2nd level) Scroll No
Spell scroll (3rd level) Scroll No
Wand of magic detection Wand No
Wand ofsecrets Wand No
MINOR ITEMS, LEGENDARY Item Type Attune?
Item Type Attune? Pipes ofthe sewers Wondrous item Yes

Potion of storm giant Pofion No Quiver of Ehlonna Wondrous item No

strength Ring ofjumping Ring Yes

Sovereign glue Wondrous item No Ring ofmind shielding Ring Yes

Spell scroll (9th level) Scroll No Ring otwarmth Ring Yes

Universal solvent Wondrous item No Ring otwater walking Ring


Rod ofthe pact keeper, +1 Rod Yes (warlock)
MAJOR ITEMS, UNCOMMON Sentinel shield Armor
Shield, +1 Armor
Item Type Attune?
Slippers ofspider climbing Wondrous item
Adamantine armor Armor No
Stai‘lr otthe adder Staff Yes (cleric,
Amulet of prootagainst Wondrous item Yes
druid, or
detection and location
warlock)
Bag ottricks Wondrous item
Staff otthe python Staff Yes (cleric,
Boots ofelvenkind Wondrous item
druid, or
Boots of striding and Wondrous item
warlock)
springing
Stone ofgood luck (luck- Wondrous item Yes
Boots ofthe winterlands Wondrous item Yes
stone)
Bracers ofarchery Wondrous item Yes
Sword ofvengeance Weapon Yes
Brooch otshielding Wondrous item Yes
Trident offish command Weapon Yes
Broom offlying Wondrous item
Wand ofmagic missiles Wand No
Circlet of blasting Wondrous item
Wand ofthe war mage, +1 Wand Yes (spellcaster)
Cloak ofelvenkind Wondrous item Yes
Wand ofweb Wand Yes (spellcaster)
Cloak of protection Wondrous item
Weapon ofwarning Weapon Yes
Deck otillusions Wondrous item
Weapon, +1 Weapon No
Eversmoking bottle Wondrous item
Wind fan Wondrous item No
Eyes ofcharming Wondrous item
Winged boots Wondrous item Yes
Eyes otthe eagle Wondrous item
Figurine ofwondrous Wondrous item
power (silver raven)
MAioa ITEMS, RARE
Gauntlets ofogre power Wondrous item Yes Item Type Attune?
Gem of brightness Wondrous item No Amulet ofhealth Wondrous item Yes

Gloves of missile snaring Wondrous item Yes Armor of resistance Armor Yes

Gloves of swimming and Wondrous item Yes Armor ofvulnerability Armor Yes

climbing Armor, +1 Armor No

Gloves otthievery Wondrous item Arrow-catching shield Armor Yes

Hat ofdisguise Wondrous item Belt ofdwarvenkind Wondrous item Yes

Headband otintellect Wondrous item Belt of hill giant strength Wondrous item Yes

Helm ottelepathy Wondrous item Yes Berserker axe Weapon Yes

Instrument otthe bards Wondrous item Yes (bard) Boots oflevitation Wondrous item Yes

(Doss lute) Boots otspeed Wondrous item Yes

Instrument ofthe bards Wondrous item Yes (bard) Bowl ofcommanding Wondrous item No

(Fochlucan bandore) water elementals


Instrument otthe bards Wondrous item Yes (bard) Bracers ofdefense Wondrous item
(Mac-Fuirmidh cittern) Brazier ofcommanding Wondrous item
Javelin oflightning Weapon No fire elementals
Medallion ofthoughts Wondrous item Yes Cape ofthe mountebank Wondrous item
Necklace of adaptation Wondrous item Yes Censer of controlling air Wondrous item
Pearl of power Wondrous item Yes (spellcaster) elementals
Periapt ofwound closure Wondrous item Yes Cloak ofdisplacement Wondrous item
Pipes of haunting Wondrous item No
Item Type Attune? Item Type Attune?
Cloak ofthe bat Wondrous item Yes Ring ofanimal influence Ring No
Cube offorce Wondrous item Yes Ring ofevasion Ring Yes
Daern's instant fortress Wondrous itern No Ring offeather falling Ring Yes
Dagger ofvenom Weapon Ring offree action Ring Yes
Dimensional shackles Wondrous item Ring of protection Ring Yes
Dragon slaver Weapon Ring of resistance Ring Yes

Elven chain Armor Ring ofspell storing Ring Yes

Figurine ofwondrous Wondrous item Ring ofthe ram Ring Yes


power (bronze griffon) Ring ofX-ray vision Ring Yes
Figurine ofwondrous Wondrous item Robe ofeyes Wondrous item Yes

power (ebony fly) Rod of rulership Rod Yes


Figurine ofwondrous Wondrous item Rod ofthe pact keeper, +2 Rod Yes (warlock)
power (golden lions) Rope ofentanglement Wondrous item No

Figurine ofwondrous Wondrous item Shield ofmissile attraction Armor Yes

power (ivory goats) Shield, +2 Armor No

Figurine ofwondrous Wondrous item Staff ofcharming Staff Yes (bard,


power (marble elephant) cleric, druid,
Figurine ofwondrous Wondrous item No sorcerer,
power (onyx dog) warlock, or
Figurine ofwondrous Wondrous item No wizard)
power (serpentine owl) Staffofhealing Staff Yes (bard,
Flame tongue Weapon Yes cleric, or
Gem of seeing Wondrous item Yes druid)
Giant slayer Weapon Staff of swarming insects Staff Yes (bard,
Glamoured studded Armor cleric, druid,
leather sorcerer,
Helm ofteleportation Wondrous item warlock, or
Horn of blasting Wondrous item wizard)
Horn ofValhalla (silver or Wondrous item Staff ofthe woodlands Staff Yes (druid)
brass} Staffofwithering Staff Yes (cleric,
instrument ofthe bards Wondrous item Yes (bard) druid, or
(Canaith mandolin) warlock)
instrument ofthe bards Wondrous item Yes (bard) Stone of controlling earth Wondrous item No
(Cli lyre) elementals
ioun stone (awareness) Wondrous item Sun blade Weapon Yes
ioun stone (protection) Wondrous item Sword oflife stealing Weapon Yes
ioun stone (reserve) Wondrous item Sword ofwounding Weapon Yes
ioun stone (sustenance) Wondrous item Tentacle rod Rod Yes
iron bands of Bilarro Wondrous item Vicious weapon Weapon No
Mace ofdisruption Weapon Wand of binding Wand Yes (spellcaster)
Mace ofsmiting Weapon Wand ofenemy detection Wand Yes
Mace ofterror Weapon Wand offear Wand Yes
Mantle ofspell resistance Wondrous item Yes Wand offireballs Wand Yes (spellcaster)
Necklace of prayer beads Wondrous item Yes (cleric, Wand oflightning bolts Wand Yes (spellcaster)
druid, or Wand of paralysis Wand Yes (spellcaster)
paladin) Wand ofthe war mage, +2 Wand Yes (spellcaster)
Periapt of proofagainst Wondrous item No Wand ofwonder Wand Yes (spellcaster)
poison Weapon, +2 Weapon No
Wings offlying Wondrous item Yes

. .
I
Ad.
' (4'

- ‘l
MAIOR ITEMS, VERY RARE
Item Type Attu ne?
Amulet ofthe planes Wondrous item Yes
Animated shield Armor Yes
Armor, +2 Armor No
Belt offire giant strength Wondrous item Yes
Belt offrost/stone giant Wondrous item Yes
strength
Candle ofinvocation Wondrous item Yes
Carpet offlying Wondrous item No
Cloak ofarachnida Wondrous item Yes
Crystal ball (very rare) Wondrous item Yes
Dancing sword Weapon Yes
Demon armor Armor Yes
Dragon scale mail Armor Yes
Dwarven plate Armor No
Dwarven thrower Weapon Yes (dwarf)
Efreeti bottle Wondrous item
Figurine ofwondrous Wondrous item
power (obsidian steed)
Frost brand Weapon
Helm of brilliance Wondrous item
Horn ofValhalla (bronze) Wondrous item
Instrument ofthe bards Wondrous item (bard)
(Anstruth harp)
Ioun stone (absorption) Wondrous item Yes
loun stone (agility) Wondrous item Yes
Ioun stone (fortitude) Wondrous item Yes
Ioun stone (insight) Wondrous item Yes
Ioun stone (intellect) Wondrous item Yes
Ioun stone (leadership) Wondrous item Yes
Ioun stone (strength) Wondrous item Yes
Manual of bodily health Wondrous item No
Manual of gainful exercise Wondrous item No
Manual otgolems Wondrous item No
Manual ofquickness of Wondrous item No
action
Mirror oflife trapping Wondrous item No
Nine lives stealer Weapon Yes
Oathbow Weapon Yes
Ring of regeneration Ring Yes
Ring ofshooting stars Ring Yes (outdoors
RECHARGING WITHOUT A DAWN
at night)
Some magic items can be used a limited number oftimes
but are recharged by the arrival ofdawn. What ifyou’re on Ring oftelekinesis Ring Yes
a plane ofexistence that lacks anything resembling dawn? Robe of scintillating Wondrous item Yes
The DM should choose a time every 24 hours when such colors
magic items recharge on that plane ofexistence. Robe of stars Wondrous item Yes
Even on a world that experiences dawn each day, the DM
is free to choose a different time—perhaps noon, sunset,
Rod ofabsorption Rod Yes

or midnight—when certain magic items recharge. Rod of alertness Rod Yes


Rod of security Rod No
Rod ofthe pact keeper, +3 Rod Yes (warlock)
Scimitar ofspeed Weapon Yes
Item Type Attune? Item Type Attune?

Sl’lield, +3 Armor No Plate armor of ethere- Armor Yes


Spellguard shield Armor Yes alness
Staff offlre Staff Yes (druid, sor- Ring ofair elemental Ring Yes
cerer, warlock, command
or wizard) Ring ofdjinni summoning Ring Yes
Staff of frost Staff Yes (druid, sor- Ring ofearth elemental Ring Yes
cerer, warlock, command
or wizard) Ring offire elemental Ring Yes

Staff of power Staff Yes (sorcerer, command


warlock, or Ring ofinvisibility Ring
wizard) Ring ofspell turning Ring

___‘.._l
Staff of striking Staff Yes Ring ofthree wishes Ring
Staff ofthunder and light- Staff Yes Ring ofwater elemental Ring

.
ning command
Sword ofsharpness Weapon Yes Robe ofthe archmagi Wondrous item Yes (sorcerer,
Tome ofclear thought Wondrous item No warlock, or
Tome ofleadership and Wondrous item No wizard)
influence Rod oflordly might Rod Yes
Tome ofunderstanding Wondrous item No Rod of resurrection Rod Yes (cleric,
Wand of polymorph Wand Yes (spellcaster) druid, or
Wand ofthe war mage, +3 Wand Yes (spellcaster) paladin)
Weapon, +3 Weapon No Scarab of protection Wondrous item Yes
Sphere ofannihilation Wondrous item No

MAJOR ITEMS, LEGENDARY Staff ofthe magi Staff Yes (sorcerer,


warlock, or
Item Type Attune?
wizard)
Apparatus of Kwalish Wondrous item No
Sword ofanswering Weapon Yes (creature of
Armor ofinvulnerability Armor Yes
same alignment
Armor, +3 Armor No
as sword)
Belt ofcloud giant Wondrous item Yes
Talisman of pure good Wondrous item Yes (creature of
strength
good alignment)
Belt of storm giant Wondrous item Yes
Talisman ofthe sphere Wondrous item Yes
strength
Talisman of ultimate evil Wondrous item Yes (creature of
Cloak ofinvisibility Wondrous item Yes
evil alignment)
Crystal ball (legendary) Wondrous item
Tome ofthe stilled Wondrous item Yes (wizard)
Cubic gate Wondrous item
tongue
Deck of many things Wondrous item
Vorpal sword Weapon Yes
Defender Weapon
Well ofmany worlds Wondrous item No
Efreeti chain Armor Yes
Hammer ofthunderbolts Weapon Yes (Giant’s
Bane)
Holy avenger Weapon Yes (paladin)
Horn ofValhalla (iron) Wondrous item No
Instrument ofthe bards Wondrous item Yes (bard)
501](lab.
: (t.
c [illitc‘lrz
(Ollamh harp) wfiSiC iluw
Mcutr (Ila ° In
M,1 in“ ,
loun stone (greater ab— Wondrous item Yes ”a at, quit LIAM JA
Fink, lclntw wu.‘ “(al
sorption) lZl/tl lollhlA
Gil
0 l—(F'Wx
loun stone (mastery) Wondrous item Yes OR, of I ah)

Ioun stone (regenera‘ Wondrous item Yes


tion)
Iron flask Wondrous item No
Luck blade Weapon Yes
CHAPTER 5: TREASURES

HOSE WHO A.RE BOLD OR CUNNING ENOUGH


can find treasures aplenty to reward their
GUILD C HAR MS
exploits in Ravnica. Coins change hands in A guild charm is a magical effect placed on an otherwise
back alleys, chests of riches are laden onto mundane item. Charms are often given to favored mem-
beasts of burden, and fine objects of art stand on d isplay bers of the guild- those whose renown scores with their
in museums and galleries. Obscene wealth lies secreted guilds have reached 10 or higher-or those entrusted
away in Orzhov vaults, the Azorius Senate's payroll is a with important missions. A charm typically manifests as
bureaucratic tangle, and House Dimir greases countless the gui ld's symbol emblazoned on an item that is worn
palms with an apparently endless fortune. And items of or carried by the chosen creature.
magic lure adventurers and thieves with the promise of A guild charm can be used only a certain number of
greater power. times before it vanishes, and only by the creature upon
which it was bestowed. If you use a charm to cast a
spell, you can do so without expending a spell slot or
COINS IN TREASURE providing any components. The spell's save DC is 15, its
When you use the treasure tables in chapter 7 of the attack bonus is +7, and the spellcasting ability modifier
Dungeon Master's Guide, you can change the type of for any spell effects is +4.
coinage found if you'd like to associate the coins with a A charm can't be used in the area created by an anti-
particular guild. For more information about coinage in magic field spell or a similar effect. The guild master of
Ravnica, see the "Currency: Zibs and Zinos" section in the charm's guild can revoke the charm as an action, but
this book's introduction. otherwise the charm can't be removed from the object
Copper pieces encountered in treasure are either on which it was placed by anything short of divine inter-
standard Azorius zibs or Orzhov alms-coins. A pouch vention or a wish spell.
of alms-coins might belong to someone who has been The charms associated with each guild are de-
impoverished- or someone who makes a habit of rob- scribed below.
bing from the poor. A chest full of alms-coins could be
an Orzhov lockbox used to hold the coins before they are AZORIUS CHARM
distributed to the poor. When you activate this charm, you can cast the hold per-
Silver coins minted by the Azorius Senate are worth son (3rd-level version), command, or counterspell spell.
25 cp, so they might be found in smaller numbers than The charm vanishes after you activate it.
the standard s ilver pieces mentioned on the treasure ta-
bles. They are common currency, so they're found in the BOROS CHARM
coin purses of virtually everyone in Ravnica. A hoard of When you activate th is charm, you can cast the crusad-
s ilver coins might be amassed by a miser or stored in a er's mantle or haste spell. Alternatively, you can cast the
bank vau lt (or stolen from such places). guiding bolt spell, and if it hits, you regain a number of
Electrum pieces found in treasure are Azorius 50-zib hit points equal to the damage it deals. The charm van-
coins. These coins are more common than electrum ishes after you activate it.
pieces are on most other D&D worlds, and they serve
DIMIR CHARM
a function very similar to the silver 25-zib coins. You
might reflect this fact by turning some s ilver pieces When you activate this charm, you can cast the blink or
found as treasure into electrum pieces. sleep (3rd-level version) spell. Alternatively, when you
Gold coins in treasure translate directly to 1-zino take damage, you can use your reaction to turn invisible
coins, which could be the standard coins of Azorius and teleport up to 30 feet to an unoccupied space you
mint or Boros coins (which might have been used as the can see. You remain invisible until the start of your next
weekly pay of a soldier in the Legion). A treasure might turn or until you attack or cast a spell. The charm van-
include Boros 5-zino coins, representing the salary of ishes after you activate it.
an officer or a payment made from the Legion to an-
GOLGARI CHARM
other guild.
When you activate this charm, you can cast the dispel
Platinum pieces found in treasure are Orzhov 10-zino
magic, false life (3rd-level version), or stinking cloud
coins. They might have originally belonged to an Orzhov
spell. The charm vanishes after you activate it.
pontiff. Perhaps they were withdrawn from an account
in an Orzhov bank-which suggests someone wealthy GRUUL CHARM
and powerful, possibly with criminal connections. A When you activate this charm, you can cast the heroism
significant treasure find might include a stash of Orzhov or thunderwave spell (3rd-level versions). Alternatively,
100-zino coins (one-tenth the number of platinum pieces as a reaction when you miss with a weapon attack, you
found on the treasure table), which almost certainly be- can make another attack against the target you missed.
longs to a powerful Orzhov scion who wants it back. The charm vanishes after you activate it.

f'H •\PTER 5 TREASURES 173


lZZET CHARM
MAGIC ITEMS
When you activate this charm, you can cast the dispel
magic or lightning bolt spell. Alternatively. as an action, Magic items are abundant on Ravnica. Izzet workshops
you can regain one expended spell slot of 3rd level or and foundries create a plethora of wild and often dan-
lower. The charm vanishes after you activate it. gerous items, and spellcasters from every guild craft
items for their own use and that of their guild mates.
0RZHOV CHARM More powerful items are created in grand experiments
When you activate this charm, you can cast the bestow or by angelic blessings, or they find their way out of hid-
curse or fear spell. Alternatively, when a creature you den vaults and ancient underground ruins.
can see within 30 feet of you is reduced to 0 bit points,
you can use your reaction to have it drop to 1 hit point GUILDS AND MAGIC ITEMS
instead. The charm vanishes after you activate it. Each of Ravnica's guilds has an affinity for certain
magic items. This section identifies the magic items
RAKDOS CHARM
most likely to be created, used, or valued by each guild.
When you activate this charm, you can cast the crown The lists include the magic items in this book (referred
of madness, hellish rebuke, or shatter spell. The charm to as GGR) and in the Dungeon Master's Guide (DMG)
vanishes after you activate it. that are particularly appropriate for the guilds.
The gui ld lists are by no means comprehensive; the
SELESNYA CHARM
guilds are happy to use whatever resources become
When you activate this charm, you can cast the aura
available to them, magical or otherwise. But the items
of vitality or conjure animals spell. Alternatively, as an shown here are particularly prized and even coveted by
action, you can give up to three creatures of your choice
the guilds. Word of the discovery of a holy avenger, for
within 30 feet of you resistance to bludgeoning, piercing,
example, can mobilize a whole Boros garrison to search
and slashing damage until the end of your next turn. for it and claim it for the legion's use. And if such an
The charm vanishes after you activate it.
item is stolen from the Boros, the legion will go to equal
SIMIC CHARM lengths to reclaim it and punish the thieves.
When you activate this charm, you can cast the enhance Some items created on Ravnica are prized by all the
guilds; they are listed on the General Items table.
ability (3rd-level version), enlarge/reduce, or gaseous
form spell. The charm vanishes after you activate it.
GENERA L I T EMS
Rarity Item Source
Uncommon Skyblinder staff CCR
Very rare Illusionist's bracers CCR
Very rare Peregrine mask CCR
Very rare Sword ofthe pa runs CCR
Very rare Voyager staff CCR
AZORIUS ITEMS Rarity Item Source
The members of the Azorius Senate use, and sometimes Uncommon Ring of mind shielding DMG
craft, magic items that help them subdue and dominate
Uncommon Spies' murmur GGR
wrongdoers. Items that heighten the user's vigilance are
also highly valued among the guild's arresters. Very rare or Crystal ball DMG
greater
AZORIUS ITEM S Very rare Guild keyrune GGR
Rarity Item Source Legendary Cloak ofinvisibility DMG
Uncommon Guild signet GGR Legendary Ring ofinvisibility DMG
Uncommon Lantern of revealing DMG
GOLGARI ITEMS
Uncommon Weapon of warning DMG
The members of the Golgari Swarm are scavengers who
Rare Bead offorce DMG retrieve lost items from the undercity, which means that
Rare Dimensional shackles DMG Golgari agents could conceivably end up in possession
Rare Guild keyrune GGR of any magic item of any origin. The items the Golgari
Rare Iron bands of Bilarro DMG prefer often involve stealth, insects, or poison.
Rare Rope ofentanglement DMG
Wand of binding DMG GO LGARI I TE M S
Rare
Very rare Rod of alertness DMG Rarity Item Source

Very rare Rod of security DMG Common Moodmark paint GGR


Legendary Defender DMG Uncommon Boots ofelvenkind DMG
Legendary Rod oflordly might DMG Uncommon Cloak ofelvenkind DMG
Uncommon Guild signet GGR
BOROS ITEMS Uncommon Pipes of the sewers DMG
Weapons of war and items imbued with the holiness Rare Dagger of venom DMG
of the angels are the favored magic items of the Boros Rare Staff ofswarming insects DMG
Legion. Some of these items are created by the blessing Cloak of arachnida DMG
Very rare
of Aurelia herself, while others are relics dating back to
Very rare Guild keyrune GGR
the legion's founder, Razia, or other venerated figu res
of the past. Very rare Ring of regeneration DMG

BO ROS ITEM S GRUULITEMS


The members of the Gru ul Clans are as likely to destroy
Rarity Item Source
magic items as they are to use them, but certain weap-
Uncommon Guild signet GGR ons and strength-enhancing items are well suited to
Uncommon Sentinel shield DMG their tastes.
Rare Daern's instant fortress DMG
Rare Guild keyrune GGR GR UUL ITE M S
Rare or Horn ofValhalla DMG Rarity Item Source
greater Uncommon Gauntlets ofogre power DMG
Rare Pariah's shield GGR Uncommon Guild signet GGR
Rare Sun blade DMG Rare or Belt ofgiant strength DMG
Rare Sunforger GGR greater
Very ra re Spellguard shield DMG Rare Berserker axe DMG
Legendary Holy avenger DMG Rare Guild keyrune GGR
Rare Horn of blasting DMG
DIMIR ITEMS Rare Ring of the ram DMG
Anything that enhances stealth or facilitates spying is DMG
Rare Stone ofcontrolling earth elementals
precious to House Dimir. Agents of the guild disguise
Legendary Ring ofspell turning DMG
themselves, turn invisible, and shield their own minds
while they pry into the minds of others.
lZZET ITEMS
DI MIR ITEMS The Izzet League is the most prolific creator of magic
items in Ravnica. Its inventions can be unpredictable
Rarity Item Source
and downright dangerous, but they can also be useful
Uncommon Amulet ofproof against detection DMG tools, weapons, and implements of magical manipula-
and location tion . Izzet researchers are prone to giving their magic
Uncommon Guild signet GGR items special names, so what one person might call a
Uncommon Hat of disguise DMG staff of thunder and lightning might be an electrosonic
Uncommon Medallion ofthoughts DMG field manipulator to its Izzet wielder.

Cll .\i"ff:k 5 TREASURES 175


I ZZET ITEMS RAKDOS ITEMS
Rarity Item Source Rarity Item Source
Uncommon Alchemy jug DMG Uncommon Deck ofillusions DMG
Uncommon Elemental gem DMG Uncommon Guild keyrune CCR
Uncommon Guild signet GGR Uncommon Guild signet CCR
Uncommon Headband ofintellect DMG Uncommon Potion offire breath DMG
Uncommon Mizzium apparatus GGR Rare Cape ofthe mountebank DMG
Uncommon Pyroconverger CCR Rare Flame tongue DMG
Ra re Bowl of commanding water DMG Rare Mace ofterror DMG
elementals Rare Necklace offireballs DMG
Rare Brazier of commanding.fire DMG Rare Sword of wounding DMG
elementals Rare Wand offear DMG
Rare Censer of controlling air elementals DMG Rare Wand offireballs DMG
Rare Guild keyrune GGR Very rare Bag of devouring DMG
Rare Mizzium armor CCR Very rare Dancing sword DMG
Rare Mizzium mortar GGR Very rare Demon armor DMG
Ra re Wand of wonder DMG Very rare Nine lives stealer DMG
Very rare Manual ofgo/ems DMG Very rare Staffoffire DMG
Very rare Staff ofthunder and lightning DMG Very ra re Sword of sharpness DMG
Legendary Apparatus of Kwalish DMG Legendary Iron flask DMG
Legendary Ring ofelemental command DMG Legendary Rakdos riteknife CCR
Legendary Staff ofthe magi DMG
SELESNYA ITEMS
0RZHOV ITEMS Members of the Selesnya Conclave cherish magic items
T he oligarchs and pontiffs of the Orzhov Syndicate view that heal and protect, items that call on the forces of na-
possession of magic items as a mark of status, whether ture (and the will ofMat'Selesnya), and weapons of fine
those items are ostentatiously on display or hidden elven elegance. Such items are often made from natural
away in a vault. Items that the guild creates are often materials such as wood and leather and might incorpo-
extremely ornate; Orzhov-made wings of flying, for ex- rate leaves and vines.
ample, might have the appearance of bird wings where
every feather looks like colorful stained glass. Items that SELESNYA ITEMS
magically increase the wearer's imposing presence and Rarity Item Source
authority are especially coveted in the syndicate.
Uncommon Bag oftricks DMG
0RZHOV ITEMS
Uncommon Bracers of archery DMG
Uncommon Guild signet CCR
Rarity Item Source
Uncommon Instrument ofthe bards DMG
Uncommon Eyes ofcharming DMG
or greater
Uncom mon Guild signet GGR
Uncommon Peria pt of health DMG
Ra re Guild keyrune CCR
Uncommon Peria pt of wound closure DMG
Ra re Rod of ru/ership DMG
Rare Elixir of health DMG
Rare Wings offlying DMG
Rare Guild keyrune CCR
Very rare Mirror oflife trapping DMG
Ra re Periapt ofproof against poison DMG
Very rare Tome ofleadership and influence DMG
Rare Ring ofanimal influence DMG
Legendary Sphere of annihilation DMG
Rare Staff of healing DMG
Rare Staff ofthe woodlands DMG
RAKDOS ITEMS
Fire, pain, spectacle, and just enough random destruc- Very rare Oath bow DMG
tion to make life enjoyable-that's all Rakdos cultists Very rare Staff ofthunder and lightning DMG
want out of their magic items. Items that magically cre- Legendary Rod of resurrection DMG
ate fi re, leave li ngering wounds, instill fear, or randomly
devour objects put inside them are all sources of delight SIMIC ITEMS
for members of the Cu lt of Rakdos. The Simic Combine spends more of its time altering
the biological processes of living creatures than it
does working on magic items. Its preferred items ei-
ther facilitate physical transformation or are creatures
themselves- symbiotic life forms engineered to provide
Simic researchers and soldiers with new capabilities.

176 CHAPTER 5 TREASURES


SIMIC ITEMS
Rarity Item
Uncommon Cap ofwater breathing DMC
Uncommon Cloak ofthe manta ray DMG
Uncommon Decanter ofendless water DMC
Uncommon Guild keyrune GGR
Uncommon Guild signet GCR
Uncommon Necklace of adaptation DMG
Uncommon Ring ofswimming DMC
Uncommon Trident offish command DMC
Rare Cloak ofthe bat DMC
Very rare Manual of bodily health DMG
Very rare Wand ofpolymorph DMC

MAGIC ITEM DESCRIPTIONS


This section presents an assortment of magic items in
alphabetical order. See the Dungeon Master's Guide for
the rules on magic items. Boros Keyrune (Rare). Carved from red sandstone
with white granite elements to resemble a member of
GUILD K EYRUNE
the Boros Legion, this keyrune can become a vete ran
Wondrous item, rarity by keyrune (requires attunement
(human) for up to 8 hours. In addition to fighting on
by a member of the relevant guild)
your behalf, this veteran cheerfully offers tactical ad-
Associated with a particular guild, a guild keyrune is a vice, which is usually sound. Anyone who talks with the
ceremonial, s tylized key, about 1 foot long, made from transformed keyrune or examines it closely can easily
carved stone. Not a literal key, the item is a badge of recognize that it is an artificial human.
authority that gives its bearer access to privileged places Dimir Keyrune (Very Rare). This keyrune, carved
in its guild's headquarters and outposts. At the DM's from black stone accented with steel, resembles a styl-
discretion, a character might be given a keyrune upon ized horror. On command, it transforms into an inte llect
attaining a renown score of 25 in their guild. devourer that resembles the Dimir guild symbol, with
Whe n you use an action to speak the item's command six bladelike legs. The creature exists for up to 24 hours.
word and place the keyrune on the ground in an unoccu- During that time, it pursues only a single mission you
pied space within 5 feet of you, the keyrune transforms give it- usually an assignment to take over someone's
into a creature. If there isn't enough space for the crea- body, either to impersonate that person for a brief time
ture, the keyrune doesn't transform. See the Monster or to extract secrets from their mind. When the mission
Manual for the creature's stat block- the name of which is complete, the creature returns to you, reports its suc-
is given in bold in the keyrune's description- unless cess, and reverts to its keyrune form.
you're directed to chapter 6 of this book instead. Golgari Keyrune (Very Rare). Made from deep green
The creature is friendly to you, your companions, and jade with black veins, this keyrune has an insecti le
other members of your guild (unless those guild mem- shape. It can transform into a giant scorpion for up to
bers are hos tile to you). It understands your languages 6 hours. The scorpion has an Intelligence of 4 and can
and obeys your spoken commands. If you issue no com- communicate with you telepathically while it is within
mands, the creature takes the Dodge action and moves 60 feet of you, though its messages are largely limited to
to avoid danger. describing the passage of potential prey.
The creature exists for a duration specific to each key- Gruul Keyrune (Rare). This crude keyrune is cobbled
rune. At the end of the duration, the creature reverts to together from bits of rubble, broken glass, bone, and an-
its keyrune form. It reverts early if it drops to 0 hit points imal hair. One end resembles a horned beast. On com-
or if you use an action to speak the command word mand, the keyrune transforms into a ceratok, a horned
again while touching it. When the creature reverts to its creature much like a rhinoceros (and with the same
keyrune form, it can't transform again until 36 hours statistics). It remains in its ceratok form for 1 hour.
have passed. Izzet Keyrun e (Rare). Formed of carved and pol-
Azorius Keyrune (Rare). This keyrune is carved from ished red and blue stone, the keyrune includes bits of
white marble and lapis lazuli to resemble a noble bird of cable and wire. One end resembles a humanlike head,
prey. It can become a giant ea gle for up to 1 hour. While suggesting the jagged elemental form of the galvanice
the transformed eagle is within l mile of you, you can weird (see chapter 6 for the s tat block) that it can be-
communicate with it telepathically. As an action, you come for a duration of 3 hours. In this form, it will serve
can see through the eagle's eyes and hear what it hears you as a bodyguard, lift and carry things for you, act as a
until the start of your next turn, and you gain the bene- test subject for your experiments, or aid you in any other
fit of its keen s ight. During this time, you are deaf and way that its capabilities allow.
blind with regard to your own senses.

CHAl'TER 5 rREASl R~S 177


M11. 2 tUM AP PARATUS

Orzhov Keyrune (Rare). This keyrune is carved from net is sometimes awarded to a guild member whose
white marble with veins of black. The end is shaped renown score in that guild is 5 or higher, as a rewa rd for
like a thrull's head, with a gold faceplate affixed. On performing special services for the guild. Aside from its
command, the keyrune transforms into a winged thrull magical properties, the ring is also an indicator of the
(see chapter 6 for the stat block) for up to 2 hours. If you guild's recognition and favor.
don't come from an Orzhov oligarch family, it serves you A signet has 3 charges, and it regains ld3 expended
grudgingly, clownishly aping your movements and man- charges daily at dawn. While wearing it, you can expend
nerisms while carrying out your orders. 1 charge to cast the associated spell (save DC 13).
Rakdos Keyrune (Uncommon). This dark granite
keyrune is marbled with scarlet veins and carved with GUILD SIGNET SPELLS
the leering visage of a mischievous demon. When acti- Guild Associated Spell
vated, it transforms into a ca ckler (see chapter 6 for the
stat block) for up to 1 hour.
Azorius ensnaring strike
Selesnya Keyrune (Rare). Carved from wh ite a nd Boros heroism
green marble in the shape of a wolf's head, this key- Dimir disguise self
rune transforms into a dire wolf. The wolf persists for Golgari entangle
8 hours. Its Intelligence is 6, and it understands Elvish Gruul compelled duel
and Sylvan but can't speak those languages. While it is
lzzet chaos bolt (see chapter 2)
within 1 mile of you. you can communicate with each
other telepathically. Orzhov command
Simic Keyrune (Uncommon). This keyrune is as- Rakdos hellish rebuke
sembled from coral, mother-of-pearl, and chrome and Selesnya charm person
adorned with the spirals and curves characteristic of Simic expeditious retreat
Simic ornamentation. The head resembles the shell of
a sea creature. On command, the keyrune turns into a ILLUSIO NIST'S BRACERS
category 1 krasis (see chapter 6 for the stat block) that Wondrous item, very rare (requires attunement by a
has the Grabber and Stabilizing Legs adaptations. The spel/caster)
transformation lasts for up to 5 hours.
A powerful illusionist of House Dimir originally devel-
GUILD SIGNET oped these bracers. which enabled her to create multiple
Ring, uncommon (requires attunement) minor illusions at once. The bracers' power, though,
extends far beyond illusions.
This ring, adorned with the symbol of a guild, allows While wearing the bracers. whenever you cast a can-
you to cast one spell closely associated with that guild, trip, you can use a bonus action on the same turn to cast
as shown in the Guild Signet Spells table. A guild sig- that cantrip a second time.

178 < llAl'llR I REASURES


MIZZI UM 2ND·LEVEL SPELLS
Mizzium is a magic-infused steel alloy used by the lzzet d6 Spell
League in a tremendous variety of ways, from providing
1 blur
the physical structure of weirds to crafting the tools used
in other manufacturing. Runic markings help to chan- 2 gust of wind
nel and control the elemental energy that flows through 3 heat metal
the metal. 4 Melfs acid arrow
The magical properties of the metal are difficult to de-
fine succinctly. It is as hard as adamantine, except when s scorching ray
it is transformed into a gaseous suspension. It has a high 6 shatter
melting point, except when it is found in liquid form at
cool autumn temperatures. lzzet chemisters can readily 3RD·LEVEL SPELLS
explain that mizzium helps to maxi mize metasteam po-
tentials, realize fractional element-binding, and transduce d6 Spell
local weird-field radicals, but no one understands what any 1 fear
of that means. 2 feign death
3 fireball
MIZZIUM APPARATUS 4 gaseous form
Wondrous item, uncommon (requires attunement by a 5 sleet storm
sorcerer, warlock, or wizard) 6 stinking cloud
Innovation is a dangerous pursuit, at least the way the
mages of the Izzet League engage in it. As protection 4TH-LEVEL SPELLS
against the risk of an experiment going awry, they have
d4 Spell
developed a device to help channel and control their
magic. This apparatus is a collection of leather straps, 1 confusion
flexible tubing, glass cylinders, and plates, bracers, 2 conjure minor elementals
and fittings made from a magic-infused metal alloy 3 Evard's black tentacles
called mizzium, all assembled into a harness. The item 4 ice storm
weighs 8 pounds.
While you are wearing the mizzium apparatus, you
STH·LEVEL SPELLS
can use it as an arcane focus. In addition, you can
attempt to cast a spell that you do not know or have d4 Spell
prepared. The spell you choose must be on your class's animate objects
spell list and of a level for which you have a spell slot, 2 cloud kill
and you must provide the spell's components. 3 cone of cold
You expend a spell slot to cast the spell as normal, but
4 flame strike
before resolving it you must make an Intelligence (Ar-
cana) check. The DC is 10 +twice the level of the spell
MIZZIUM ARMOR
slot you expend to cast the spell.
On a successful check, you cast the spell as normal, Armor (medium or heavy, but not hide), rare
using your spell save DC and spellcasting ability mod- This suit of armor is reinforced with a magically en-
ifier. On a failed check, you cast a different spell from hanced metal alloy called mizzium, which is made in
the one you intended. Randomly determine the spell you Izzet foundries. While you're wearing the ar mor, any
cast by rolling on the table for the level of the spell slot critical hit against you becomes a normal hit. Jn addi-
you expended. If the slot is 6th level or higher, roll on the tion, when you are subjected to a magical effect that
table for 5th-level spells. allows you to make a Strength or Constitution saving
If you try to cast a cantrip you don't know, the DC for throw to take only half damage, you instead take no
the Intelligence (Arcana) check is 10, and on a failed damage if you succeed on the saving throw.
check, there is no effect.
MIZZIUM MORTAR
lST-LEVEL SPELLS Wondrous item, rare
d6 Spell This short tube, about 2 feet long and 6 inches in diame-
1 burning hands ter, is made from mizzium, a magically enhanced metal
alloy forged by the lzzet League. The end that's pointed
2 chaos bolt (see chapter 2)
toward a target is open, and a glowing ball of molten
3 color spray metal can be seen at the other end as long as the mortar
4 faerie fire has at least 1 charge remaining.
s fog cloud The mortar has 4 charges for the following properties.
6 thunderwave It regains ld4 expended charges daily at dawn.
Molten Spray. You can expend 1 charge as an action
to loose a 30-foot cone of molten mizzium. Each crea-
ture in the area must make a DC 15 Dexterity saving

CllAP'l f.R 5 TRE'\SulHS 179


throw, taking Sd4 fire damage on a failed save, or half PEREGRINE MASK
as much damage on a successful one. Wondrous item, very rare (requires attunement)
Mizzium Bombard. You can expend 3 charges as
an action to launch a hail of molten projectiles in a While wearing this winged helm, you have a flying
speed of 60 feet. In addition. you have advantage on ini-
20-foot-radius. 40-foot-high cylinder centered on a point
tiative rolls.
you can see within 60 feet of you. Each creature in the
area must make a DC l 5 Dexterity saving throw. A crea- PYROCONVERCER
ture takes Sd8 fire damage on a failed save, or half as
Wondrous item, uncommon (requires attunement)
much damage on a successful one.
A pyroconverger is an lzzet-made flamethrower. It car-
MOODMARK PAINT ries a risk of malfunction each time you use it.
Wondrous item, common As an action, you can cause the pyroconverger to
project fire in a 10-foot cone. Each creature in that area
This thick, black paint is stored in a small jar, contain-
must make a DC 13 Dexterity saving throw, taking 4d6
ing enough paint to apply moodmarks to one creature.
fire damage on a failed save, or half as much damage on
The paint is dabbed on the face in spots or markings
a successful one.
that often resemble the eyes of insects or spiders. Apply-
ing the paint in this way takes 1 minute. Each time you use the pyroconverger, roll a dlO and
add the number of times you have used it since your last
For the next 8 hours, the marks change to reflect your
long rest. If the total is l 1 or higher, the pyroconverger
mental state. A cr eature that can see you and makes a
malfunctions: you take 4d6 fire damage, and you can't
successful DC 10 Wisdom (Insight) check can discern
use the pyroconverger again until you finish a long rest.
whether you are happy, sad, angry, disgusted, surprised,
or afraid, as well as the main source of that emotion. RAKDOS RITEKNIFE
For example, you might communicate fear caused by Weapon (dagger), legendary (requires attunement)
a monster you just saw around the corner, grief at the
loss of a friend, or happiness derived from pride in your You gain a +l bonus to attack and damage rolls made
performance in combat. A dark elf has advantage on with this magic weapon. Its blade is cruelly serrated,
this check. and its hilt resembles a demonic head and wings. When-
ever you slay a creature with an attack using the dagger,
PARIAH'S SHIELD the creature's soul is imprisoned inside the dagger, and
Armor (shield), rare (requires attunement) that creature can be restored to life only by a wish spell.
The dagger can hold a maximum of five souls.
Soldiers of the Boros Legion consider it an honor to
bear this shield, even knowing that it might be the last
honor they receive. The front of the shield is sculpted to
depict a grieving human face.
You gain a +l bonus to AC for every two allies within 5
feet of you (up to a maximum of +3) while you wield this
shield. This bonus is in addition to the shield's normal
bonus to AC.
When a creature you can see within 5 feet of you
takes damage, you can use your reaction to take
that damage, instead of the creature tak-
ing it. When you do so, the damage type
changes to force.

MoooMARK PA•NT

180
5KVBLINO£A Sr/\F F

For each soul imprisoned in the dagger, your attacks


with it deal an extra ld4 necrotic damage on a hit. While
the dagger is within 5 feet of you, your dreams are
haunted by whispers from the trapped souls.
The dagger has the following additional properties.
Siphon Vitality. As a bonus action, you can release
any number of stored souls from the dagger to regain
l dlO hit points per soul released.
Annihilation. If the dagger holds five souls, you can
use this property: As a reaction immediately after you
hit a creature with the dagger and deal damage to that
target, you can release all five souls. If the target now
has fewer than 75 hit points, it must succeed on a DC 15
Constitution saving throw or die. If the target dies, you
can't use this property again until you finish a long rest.

SKYBLINDER STAFF If you don't call the weapon back to your hand, it re-
Staff, uncommon (requires attunement) appears at the point where it exploded when you are no
longer attuned to it or when 24 hours have passed.
You gain a +l bonus to attack and damage rolls made
with this magic quarterstaff. While holding it, you gain a SWORD OF THE PA RUNS
+l bonus to spell attack rolls. Weapon (longsword), very rare (requires attunement)
If a flying creature you can see within 30 feet of you
makes an attack roll against you, you can use your reac- You gain a +l bonus to attack and damage rolls made
tion to hold the s taff aloft and cause it to flare with light. with this magic weapon. Additionally, once on each of
The attacker has disadvantage on the attack roll, and it your turns, you can use one of the following properties if
must succeed on a DC 15 Constitution saving throw or you're holding the sword:
be blinded until the start of its next turn. • Immediately after you use the Attack action to at-
tack with the sword, you can enable one creature
SPIES' MURMUR within 60 feet of you to use its reaction to make one
Wondrous item, uncommon (requires attunement) weapon attack.
This headpiece, crafted from dark metal, is worn curved • Immediately after you take the Dash action, you can
around the ear. If you know a creature wearing another enable one creature within 60 feet of you to use its re-
spies' murmur and that creature is within I mile of you, action to move up to its speed.
you can communicate telepathically with each other. As • Immediately after you take the Dodge action, you can
a bonus action, you can allow that creature to hear ev- enable one creature within 60 feet of you to use its re-
erything you hear for 1 hour. You can end this effect as a action to gain the benefits of the Dodge action.
bonus action, a nd it ends if you're incapacitated.
VOYAGER STAFF
SuNFORGER Staff, very rare (requires attunement by a spellcaster)
Weapon (warhammer). rare (requires attunement) You gain a +l bonus to attack and damage rolls made
You gain a +2 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain
with this magic weapon. a +1 bonus to spell attack rolls.
As an action, you can hurl the weapon up to 120 feet This staff has 10 charges. While holding it, you can
to a point you can see. When it reaches that point, the use an action to expend 1 or more of the staff's charges
weapon vanishes in an explosion, and each creature in a to cast one of the following spells from it, using your
20-foot-radius sphere centered on that point must make spell save DC: banishment (4 charges), blink (3 charges),
a DC 15 Dexterity saving throw, taking 6d6 fire damage misty step (2 charges), passwall (5 charges), or teleport
on a failed save, or half as much damage on a success- (7 charges).
ful one. Afterward, you can use an action to cause the The staff regains ld6 + 4 expended charges daily at
weapon to reappear in your empty hand. You can't cause dawn. If you expend the last charge, roll a d20. On a 1,
it to explode again until you finish a short or long rest. the staff vanishes forever.

<.H H'TER 5 TRLASURI s 181

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