<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
  <item>
      <name>Arrow</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Arrows (20)</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Battleaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <value>10.0</value>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Blowgun</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <value>10.0</value>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Blowgun Needle</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Blowgun Needles (50)</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <value>400.0</value>
    <property></property>
    <ac>14</ac>
    <text>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.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <value>75.0</value>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <value>50.0</value>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Club</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>0.1</value>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Crossbow Bolt</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Crossbow Bolts (20)</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Crystal</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>1</weight>
    <value>10.0</value>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Dagger</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <value>2.0</value>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Dart</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <value>0.05</value>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <value>100.0</value>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Source: Eberron: Rising from the Last War p. 21, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Flail</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>10.0</value>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Glaive</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <value>20.0</value>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Greataxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <value>30.0</value>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Greatclub</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <value>0.2</value>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <value>50.0</value>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Halberd</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <value>20.0</value>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <value>750.0</value>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Hand Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <value>75.0</value>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Handaxe</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>5.0</value>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Heavy Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <value>50.0</value>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Hide Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <value>10.0</value>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Hooked Shortspear</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Source: Out of the Abyss p. 224</text>
    </item>
  <item>
      <name>Javelin</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>0.5</value>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Lance</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <value>10.0</value>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <value>10.0</value>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Light Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <value>25.0</value>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Light Hammer</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>2.0</value>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Light Repeating Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Source: Out of the Abyss p. 224</text>
    </item>
  <item>
      <name>Longbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <value>50.0</value>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <value>15.0</value>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <value>5.0</value>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Maul</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <value>10.0</value>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Morningstar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <value>15.0</value>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Net</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <value>1.0</value>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Orb</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>3</weight>
    <value>20.0</value>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Padded Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <value>5.0</value>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Pike</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <value>5.0</value>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <value>1500.0</value>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Quarterstaff</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <value>0.2</value>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>25.0</value>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <value>30.0</value>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Rod</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>2</weight>
    <value>10.0</value>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <value>50.0</value>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <value>25.0</value>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Shield</name>
    <detail>Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <value>10.0</value>
    <property></property>
    <ac>2</ac>
    <text>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Shortbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <value>25.0</value>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>10.0</value>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>1.0</value>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <value>0.1</value>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Sling Bullet</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <value>0.002</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Sling Bullets (20)</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <value>0.04</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Spear</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <value>1.0</value>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <value>75.0</value>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Sword Coast Adventurer's Guide p. 121</text>
    </item>
  <item>
      <name>Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <value>200.0</value>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Player's Handbook p. 145</text>
    </item>
  <item>
      <name>Staff</name>
    <detail>Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <weight>4</weight>
    <value>5.0</value>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Studded Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <value>45.0</value>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Source: Player's Handbook p. 144</text>
    </item>
  <item>
      <name>Trident</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <value>5.0</value>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Wand</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>1</weight>
    <value>10.0</value>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>War Pick</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>5.0</value>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Warhammer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>15.0</value>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <value>2.0</value>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 149</text>
    </item>
  <item>
      <name>Yklwa</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <value>1.0</value>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Source: Tomb of Annihilation p. 32</text>
    </item>
  <item>
      <name>+1 Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+1 Breastplate</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Chain Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Chain Shirt</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Half Plate Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Hide Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Padded Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Plate Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Ring Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Spiked Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Splint Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Studded Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+1 Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>+1 Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>+1 Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+1 Net</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +1 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+2 Breastplate</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Chain Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Chain Shirt</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Half Plate Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Hide Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Padded Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Plate Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Ring Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Spiked Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Splint Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +2 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Studded Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +2 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+2 Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>+2 Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>+2 Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+2 Net</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +2 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>+3 Breastplate</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Chain Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Chain Shirt</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Half Plate Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Hide Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Padded Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Plate Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Ring Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Spiked Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Splint Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +3 bonus to AC while wearing this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Studded Leather Armor</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +3 bonus to AC while wearing this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>+3 Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>+3 Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>+3 Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>+3 Net</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You have a +3 bonus to attack rolls made with this weapon.
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Acheron Blade Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Acheron Blade Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Acheron Blade Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Acheron Blade Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Acheron Blade Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Acheron Blade Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing: While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike: When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>1d4+4</roll>
    </item>
  <item>
      <name>Adamantine Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>Whenever you hit an object using this ammunition, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Chain Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Plate Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Ring Mail</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Splint Armor</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Breastplate</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Chain Shirt</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Half Plate Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Spiked Armor</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Adamantine Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Adamantine Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Adamantine Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Whenever you hit an object with this weapon, the hit is a critical hit.
Source: Xanathar's Guide to Everything p. 78</text>
    </item>
  <item>
      <name>Battleaxe Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Club Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Dagger Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Flail Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Handaxe Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Hooked Shortspear Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Javelin Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Lance Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Light Hammer Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Longsword Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Mace Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Morningstar Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Quarterstaff Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Rapier Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Scimitar Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Shortsword Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Sickle Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Spear Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Trident Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>War Pick Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Warhammer Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Whip Armblade</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Yklwa Armblade</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    </item>
  <item>
      <name>Breastplate of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Acid Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to acid damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Acid Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Acid Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Acid Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Acid Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Acid Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Acid Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to acid damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Acid Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to acid damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Cold Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to cold damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Cold Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Cold Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Cold Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Cold Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Cold Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Cold Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to cold damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Cold Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to cold damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Fire Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to fire damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Fire Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Fire Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Fire Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Fire Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Fire Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Fire Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to fire damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Fire Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to fire damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Force Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to force damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Force Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Force Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Force Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Force Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Force Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Force Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to force damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Force Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to force damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Chain Mail of Gleaming</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Chain Shirt of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Half Plate Armor of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Hide Armor of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Leather Armor of Gleaming</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Padded Armor of Gleaming</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Plate Armor of Gleaming</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Ring Mail of Gleaming</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Scale Mail of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Spiked Armor of Gleaming</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Splint Armor of Gleaming</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This armor never gets dirty.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Studded Leather Armor of Gleaming</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
This armor never gets dirty.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Breastplate of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Lightning Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to lightning damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Lightning Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Lightning Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Lightning Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Lightning Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Lightning Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Lightning Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to lightning damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Lightning Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to lightning damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Necrotic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to necrotic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Necrotic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Necrotic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Necrotic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Necrotic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Necrotic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Necrotic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to necrotic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Necrotic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to necrotic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Poison Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to poison damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Poison Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Poison Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Poison Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Poison Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Poison Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Poison Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to poison damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Poison Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to poison damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Psychic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to psychic damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Psychic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Psychic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Psychic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Psychic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Psychic Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Psychic Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to psychic damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Psychic Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to psychic damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Radiant Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to radiant damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Radiant Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Radiant Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Radiant Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Radiant Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Radiant Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Radiant Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to radiant damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Radiant Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to radiant damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Breastplate of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Mail of Thunder Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Chain Shirt of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Half Plate Armor of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Hide Armor of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have resistance to thunder damage while you wear this armor.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Leather Armor of Thunder Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Padded Armor of Thunder Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Plate Armor of Thunder Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Ring Mail of Thunder Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Scale Mail of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Spiked Armor of Thunder Resistance</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Splint Armor of Thunder Resistance</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have resistance to thunder damage while you wear this armor.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Studded Leather Armor of Thunder Resistance</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have resistance to thunder damage while you wear this armor.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Arrow of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Arrows (20) of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>An arrows (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows (20)s of dragon slaying and arrows (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrows (20) of slaying takes damage from the arrows (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrows (20) of slaying deals its extra damage to a creature, it becomes a nonmagical arrows (20).
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Blowgun Needle of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles of dragon slaying and blowgun needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needle of slaying takes damage from the blowgun needle, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a blowgun needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Blowgun Needles (50) of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>A blowgun needles (50) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both blowgun needles (50)s of dragon slaying and blowgun needles (50)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a blowgun needles (50) of slaying takes damage from the blowgun needles (50), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a blowgun needles (50) of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needles (50).
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Crossbow Bolt of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts of dragon slaying and crossbow bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolt of slaying takes damage from the crossbow bolt, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a crossbow bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Crossbow Bolts (20) of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>A crossbow bolts (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both crossbow bolts (20)s of dragon slaying and crossbow bolts (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a crossbow bolts (20) of slaying takes damage from the crossbow bolts (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a crossbow bolts (20) of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolts (20).
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Sling Bullet of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets of dragon slaying and sling bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullet of slaying takes damage from the sling bullet, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a sling bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Sling Bullets (20) of Slaying</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>A sling bullets (20) of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both sling bullets (20)s of dragon slaying and sling bullets (20)s of blue dragon slaying. If a creature belonging to the type, race, or group associated with a sling bullets (20) of slaying takes damage from the sling bullets (20), the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a sling bullets (20) of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullets (20).
Source: Dungeon Master's Guide p. 152</text>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Breastplate Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Chain Mail Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Chain Shirt Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Half Plate Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Hide Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Leather Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Padded Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Plate Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Ring Mail Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Scale Mail Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Spiked Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Splint Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Studded Leather Armor Barding</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
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 barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Berserker Battleaxe</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Berserker Greataxe</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Berserker Handaxe</name>
    <detail>major, Cursed item, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Greatsword of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53</text>
    </item>
  <item>
      <name>Longsword of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53</text>
    </item>
  <item>
      <name>Rapier of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53</text>
    </item>
  <item>
      <name>Scimitar of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53</text>
    </item>
  <item>
      <name>Shortsword of the Medusa</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Source: Lost Laboratory of Kwalish p. 53</text>
    </item>
  <item>
      <name>Cast-Off Breastplate</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Chain Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Chain Shirt</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Half Plate Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Hide Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Padded Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Plate Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Ring Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Scale Mail</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Spiked Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Splint Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You can doff this armor as an action.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cast-Off Studded Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You can doff this armor as an action.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Corpse Slayer Battleaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Blowgun</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Club</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Dagger</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Dart</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Flail</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Glaive</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Greataxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Greatclub</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Halberd</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Hand Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Handaxe</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Heavy Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Hooked Shortspear</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Javelin</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Lance</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Light Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Light Hammer</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Light Repeating Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Longbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Maul</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Morningstar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Net</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Pike</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Quarterstaff</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Shortbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Spear</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Trident</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer War Pick</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Warhammer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Corpse Slayer Yklwa</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Dancing Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Dancing Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161</text>
    </item>
  <item>
      <name>Dancing Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161</text>
    </item>
  <item>
      <name>Dancing Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161</text>
    </item>
  <item>
      <name>Dancing Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161</text>
    </item>
  <item>
      <name>Dancing Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 161</text>
    </item>
  <item>
      <name>Defender Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Defender Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164</text>
    </item>
  <item>
      <name>Defender Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164</text>
    </item>
  <item>
      <name>Defender Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164</text>
    </item>
  <item>
      <name>Defender Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164</text>
    </item>
  <item>
      <name>Defender Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 164</text>
    </item>
  <item>
      <name>Dragon Slayer Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Dragon Slayer Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Dragon Slayer Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Dragon Slayer Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Dragon Slayer Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Dragon Slayer Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 166</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Drow +1 Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Hide Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Padded Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Studded Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor. This armor loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Battleaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Blowgun</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Club</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Dagger</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Dart</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Drow +1 Flail</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Glaive</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Greataxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Greatclub</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Halberd</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Hand Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Handaxe</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Heavy Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Hooked Shortspear</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Javelin</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Lance</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Light Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Light Hammer</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Light Repeating Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Longbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Maul</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Morningstar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Pike</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Quarterstaff</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Shortbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Spear</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Trident</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 War Pick</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Warhammer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Drow +1 Yklwa</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this weapon. This weapon loses its enchantment bonus permanently if it is exposed to sunlight for 1 hour or longer.
Source: Monster Manual p. 126</text>
    </item>
  <item>
      <name>Flame Tongue Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Flame Tongue Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Flame Tongue Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Flame Tongue Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Flame Tongue Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Flame Tongue Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Frost Brand Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Frost Brand Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Frost Brand Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Frost Brand Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Frost Brand Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Frost Brand Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 171</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Gambler's Blade Double-Bladed Scimitar</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Gambler's Blade Greatsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55</text>
    </item>
  <item>
      <name>Gambler's Blade Longsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55</text>
    </item>
  <item>
      <name>Gambler's Blade Rapier</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55</text>
    </item>
  <item>
      <name>Gambler's Blade Scimitar</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55</text>
    </item>
  <item>
      <name>Gambler's Blade Shortsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Source: Lost Laboratory of Kwalish p. 55</text>
    </item>
  <item>
      <name>Giant Slayer Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Giant Slayer Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Hellfire Battleaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Blowgun</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Club</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Dagger</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Dart</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Hellfire Flail</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Glaive</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Greataxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Greatclub</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Halberd</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Hand Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Handaxe</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Heavy Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Hooked Shortspear</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Javelin</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Lance</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Light Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Light Hammer</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Light Repeating Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Longbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Maul</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Morningstar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Net</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Pike</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Quarterstaff</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Shortbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Spear</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Trident</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire War Pick</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Warhammer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Hellfire Yklwa</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Holy Avenger Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Holy Avenger Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Holy Avenger Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Holy Avenger Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Holy Avenger Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Holy Avenger Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 174</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Fernian Ash Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Fernian Ash Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Fernian Ash Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Irian Rosewood Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Irian Rosewood Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Irian Rosewood Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one radiant damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Kythrian Manchineel Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Kythrian Manchineel Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Kythrian Manchineel Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one acid or poison damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Lamannian Oak Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Lamannian Oak Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Lamannian Oak Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Mabaran Ebony Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Mabaran Ebony Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Mabaran Ebony Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one necrotic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Risian Pine Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Risian Pine Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Risian Pine Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one cold damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Shavarran Birch Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Shavarran Birch Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Shavarran Birch Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one force damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Xorian Wenge Rod</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Xorian Wenge Staff</name>
    <detail>Wondrous item, Staff, Spellcasting Focus</detail>
    <type>ST</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Xorian Wenge Wand</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one psychic damage roll of the spell.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 114</text>
    </item>
  <item>
      <name>Last Stand Armor Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Hide Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Padded Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Last Stand Armor Studded Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Living Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Hide Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Padded Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Living Studded Leather Armor</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature: The armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Luck Blade Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Luck Blade Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Luck Blade Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Luck Blade Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Luck Blade Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Luck Blade Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
Wish: The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Mariner's Breastplate</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Chain Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Chain Shirt</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Half Plate Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Hide Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Padded Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Plate Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Ring Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Scale Mail</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Spiked Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Splint Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mariner's Studded Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Mind Blade Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Blade Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Blade Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Blade Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Blade Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Blade Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mind Carapace Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Mind Carapace Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Mind Carapace Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Mind Carapace Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Mithral +1 Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <strength></strength>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral +1 Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
You have a +1 bonus to AC while wearing this armor.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Source: Acquisitions Incorporated p. 156</text>
    </item>
  <item>
      <name>Mithral Chain Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Plate Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Ring Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Splint Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
If the wearer has a Strength score lower than None, their speed is reduced by 10 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Breastplate</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Chain Shirt</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <strength></strength>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Half Plate Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Scale Mail</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>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.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mithral Spiked Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <strength></strength>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Mizzium Chain Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Plate Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Ring Mail</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Splint Armor</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Breastplate</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Chain Shirt</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Half Plate Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Scale Mail</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Spiked Armor</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Moon-Touched Double-Bladed Scimitar</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Moon-Touched Greatsword</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Moon-Touched Longsword</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Moon-Touched Rapier</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Moon-Touched Scimitar</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Moon-Touched Shortsword</name>
    <detail>minor, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Nine Lives Stealer Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Nine Lives Stealer Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Nine Lives Stealer Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Nine Lives Stealer Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Nine Lives Stealer Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Nine Lives Stealer Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d8+1</roll>
    </item>
  <item>
      <name>Fernian Basalt Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Fernian Basalt Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Irian Quartz Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Irian Quartz Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Kythrian Skarn Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Kythrian Skarn Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Lamannian Flint Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Lamannian Flint Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Mabaran Obsidian Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Mabaran Obsidian Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Risian Shale Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Risian Shale Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Shavarran Chert Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Shavarran Chert Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Xorian Marble Crystal</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Xorian Marble Orb</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
If you're holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 114</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Polymorph Blade Double-Bladed Scimitar</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Polymorph Blade Greatsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56</text>
    </item>
  <item>
      <name>Polymorph Blade Longsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56</text>
    </item>
  <item>
      <name>Polymorph Blade Rapier</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56</text>
    </item>
  <item>
      <name>Polymorph Blade Scimitar</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56</text>
    </item>
  <item>
      <name>Polymorph Blade Shortsword</name>
    <detail>Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

d20 | New Form
1 | Tyrannosaurus Rex
2 | Giant Ape
3 | Elephant
4 | Giant scorpion
5 | Rhinoceros
6 | Polar bear
7 | Giant toad
8 | Giant eagle
9 | Black bear
10 | Crocodile
11 | Wolf
12 | Riding Horse
13 | Ox
14 | Giant frog
15 | Poisonous snake
16 | Hawk
17 | Octopus
18 | Cat
19 | Rat
20 | Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Source: Lost Laboratory of Kwalish p. 56</text>
    </item>
  <item>
      <name>Silvered Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Source: Player's Handbook p. 148, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Silvered Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Silvered Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
Source: Player's Handbook p. 148</text>
    </item>
  <item>
      <name>Smoldering Breastplate</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Chain Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Chain Shirt</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Half Plate Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Hide Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>12</weight>
    <property></property>
    <ac>12</ac>
    <text>This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <property></property>
    <ac>11</ac>
    <text>The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Padded Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>8</weight>
    <property></property>
    <ac>11</ac>
    <stealth>1</stealth>
    <text>Padded armor consists of quilted layers of cloth and batting.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Plate Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Ring Mail</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>40</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Scale Mail</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Spiked Armor</name>
    <detail>minor, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Splint Armor</name>
    <detail>minor, Heavy Armor</detail>
    <type>HA</type>
    <weight>60</weight>
    <property></property>
    <ac>17</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>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.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Smoldering Studded Leather Armor</name>
    <detail>minor, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Wisps of harmless, odorless smoke rise from this armor while it is worn.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Greatsword of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Longsword of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Rapier of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Scimitar of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Shortsword of Life Stealing</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Note: According to the SRD, it is an extra 3d6 necrotic damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 206</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Sharpness</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Greatsword of Sharpness</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Longsword of Sharpness</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Scimitar of Sharpness</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.
Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect (https://twitter.com/JeremyECrawford/status/949111823990534144).
In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 206</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Greatsword of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Longsword of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Rapier of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Scimitar of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Shortsword of Vengeance</name>
    <detail>major, Cursed item, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Greatsword of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Longsword of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Rapier of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Scimitar of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Shortsword of Wounding</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 207</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Vicious +1 Battleaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Blowgun</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Club</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Dagger</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Dart</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Double-Bladed Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Flail</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Glaive</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Greataxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Greatclub</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Greatsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Halberd</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Hand Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Handaxe</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Heavy Crossbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Hooked Shortspear</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Javelin</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Lance</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Light Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Light Hammer</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Light Repeating Crossbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Longbow</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Longsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Maul</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Morningstar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Pike</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Quarterstaff</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Rapier</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Scimitar</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Shortbow</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Shortsword</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Spear</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Trident</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 War Pick</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Warhammer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious +1 Yklwa</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
You have a +1 bonus to attack and damage rolls made with this weapon.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Source: Acquisitions Incorporated p. 149</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Battleaxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Blowgun</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Club</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Dagger</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Dart</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Flail</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Glaive</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Greataxe</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Greatclub</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Halberd</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Hand Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Handaxe</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Heavy Crossbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Hooked Shortspear</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Javelin</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Lance</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Light Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Light Hammer</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Light Repeating Crossbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Longbow</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Mace</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Maul</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Morningstar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Pike</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Quarterstaff</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Rapier</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Shortbow</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Shortsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Sickle</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Sling</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Spear</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Trident</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious War Pick</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Warhammer</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.
Note: According to the SRD, it is an extra 2d6 bludgeoning damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Whip</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.
Note: According to the SRD, it is an extra 2d6 slashing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vicious Yklwa</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.
Note: According to the SRD, it is an extra 2d6 piercing damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Vorpal Double-Bladed Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    <roll>6d8</roll>
    </item>
  <item>
      <name>Vorpal Greatsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209</text>
    <roll>6d8</roll>
    </item>
  <item>
      <name>Vorpal Longsword</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209</text>
    <roll>6d8</roll>
    </item>
  <item>
      <name>Vorpal Scimitar</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 209</text>
    <roll>6d8</roll>
    </item>
  <item>
      <name>Walloping Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.05</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Arrows (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Blowgun Needle</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.02</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Blowgun Needles (50)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Crossbow Bolt</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Crossbow Bolts (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Sling Bullet</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>0.075</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Walloping Sling Bullets (20)</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight>1.5</weight>
    <property></property>
    <text>This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Battleaxe of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Blowgun of Certain Death</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Club of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Dagger of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Dart of Certain Death</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Flail of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Glaive of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Greataxe of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Greatclub of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Greatsword of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Halberd of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Hand Crossbow of Certain Death</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Handaxe of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Heavy Crossbow of Certain Death</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Hooked Shortspear of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Javelin of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Lance of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Light Crossbow of Certain Death</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Light Hammer of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Light Repeating Crossbow of Certain Death</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Longbow of Certain Death</name>
    <detail>martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Longsword of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Mace of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Maul of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Morningstar of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Pike of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Quarterstaff of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Rapier of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Scimitar of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Shortbow of Certain Death</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Shortsword of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Sickle of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Sling of Certain Death</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Spear of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Trident of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>War Pick of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Warhammer of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Whip of Certain Death</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Yklwa of Certain Death</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Battleaxe of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Blowgun of Warning</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>1</weight>
    <property>A,LD,M</property>
    <dmg1>1</dmg1>
    <dmgType>P</dmgType>
    <range>25/100</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Club of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Dagger of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Dart of Warning</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>0.25</weight>
    <property>F,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Double-Bladed Scimitar of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>S,2H,M</property>
    <dmg1>2d4</dmg1>
    <dmgType>S</dmgType>
    <text>Special: If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213, Wayfinder's Guide to Eberron p. 74</text>
    <roll>1d4</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Flail of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Glaive of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Greataxe of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Greatclub of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Greatsword of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Halberd of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Hand Crossbow of Warning</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>A,L,LD,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Handaxe of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Heavy Crossbow of Warning</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>18</weight>
    <property>A,H,LD,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <range>100/400</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Hooked Shortspear of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <text>On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Javelin of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Lance of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>R,S,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>P</dmgType>
    <text>Special: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Light Crossbow of Warning</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,LD,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Light Hammer of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Light Repeating Crossbow of Warning</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>5</weight>
    <property>A,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>40/160</range>
    <text>This crossbow is fitted with a cartridge that can hold up to six crossbow bolts. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Longbow of Warning</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Longsword of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Mace of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Maul of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H,M</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Morningstar of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Net of Warning</name>
    <detail>major, martial Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>3</weight>
    <property>S,T,M</property>
    <range>5/15</range>
    <text>Special: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Pike of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>18</weight>
    <property>H,R,2H,M</property>
    <dmg1>1d10</dmg1>
    <dmgType>P</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Quarterstaff of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Rapier of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Scimitar of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Shortbow of Warning</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Shortsword of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L,M</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Sickle of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Sling of Warning</name>
    <detail>major, simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Spear of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Trident of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>War Pick of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Warhammer of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Whip of Warning</name>
    <detail>major, martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Yklwa of Warning</name>
    <detail>major, simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>10/30</range>
    <text>A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Battle Standard of Infernal Power</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.
While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    </item>
  <item>
      <name>Blade of Avernus</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Random Properties: The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master's Guide:
• 2 minor beneficial properties
• 1 major beneficial property
• 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil
Ruler of Avernus: As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.
Infernal Recall: As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.
Destroying the Sword: The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
Source: Baldur's Gate: Descent Into Avernus p. 150</text>
    <roll>6d8</roll>
    </item>
  <item>
      <name>Candle Mace</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action.
Source: Baldur's Gate: Descent Into Avernus p. 39</text>
    </item>
  <item>
      <name>Fane-Eater</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Fane-Eater is a battleaxe belonging to Arkhan the Cruel.
You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    <roll>2d8</roll>
    </item>
  <item>
      <name>Gauntlets of Flaming Fury</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Helm of Devil Command</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers.
While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them.
The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended.
If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Source: Baldur's Gate: Descent Into Avernus p. 223</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Infernal Puzzle Box</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.
When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents.
A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
    <roll>12d6</roll>
    </item>
  <item>
      <name>Matalotok</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Obsidian Flint Dragon Plate</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Baldur's Gate: Descent Into Avernus p. 224</text>
    </item>
  <item>
      <name>Shatterstick</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A shatterstick is a nonmagical, 12-inch-long, 4-pound stake made of blue-tinged infernal iron mined on Cania, the eighth layer of the Nine Hells. When embedded in earth or pounded into solid rock, the stake emits a seismic vibration in a 20-foot radius centered on itself for 1 minute, shaking the ground in that area for the duration. When the effects ends, the shatterstick breaks apart, becoming useless, and all structures within 20 feet of it take 35 (10d6) bludgeoning damage.
Source: Baldur's Gate: Descent Into Avernus p. 99</text>
    <roll>10d6</roll>
    </item>
  <item>
      <name>Shield of the Hidden Lord</name>
    <detail>Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
While holding this shield, you gain a +2 bonus to AC and resistance to fire damage.
Sentience: The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
• The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
• The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
• The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
• Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn.
Gargauth's Personality: Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there.
Freeing Gargauth: Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Source: Baldur's Gate: Descent Into Avernus p. 225</text>
    </item>
  <item>
      <name>Soul Coin</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse.
Carrying Soul Coins: To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair.
An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin: A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
• Drain Life.: You siphon away some of the soul's essence and gain 1d10 temporary hit points.
• Query.: You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul: Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.
A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace (see "Soul Fuel").
Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Hellish Currency: Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.
Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
Source: Baldur's Gate: Descent Into Avernus p. 225</text>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Sword of Zariel</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies bravery and heroism.
Attunement: The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:
• Angelic Language: You can speak, read, and write Celestial.
• Celestial Resistance: You have resistance to necrotic and radiant damage.
• Divine Presence: Your Charisma score becomes 20, unless it is already 20 or higher.
• Feathered Wings: You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
• Truesight: Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
Holy Light: The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light.
As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
Random Properties: The sword has 2 minor beneficial properties.
Searing Radiance: The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience: The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
The sword communicates by transmitting emotion to the creature carrying or wielding it.
Truth Seer: While holding the sword, you gain advantage on all Wisdom (Insight) checks.
Destroying the Sword: Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion"), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.
If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.
Source: Baldur's Gate: Descent Into Avernus p. 226</text>
    <roll>2d8</roll>
    <roll>3d10</roll>
    </item>
  <item>
      <name>Elven Trinket</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>d8 | Trinket
1 | A small notebook that causes anything written in it to disappear after 1 hour
2 | A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light
3 | A small golden pyramid inscribed with elven symbols and about the size of a walnut
4 | A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again
5 | A golden compass that points toward the nearest portal to the Feywild within 10 miles
6 | A small silver spinning top that, when spun, endlessly spins until interrupted
7 | A small songbird made of enamel, gold wire, and precious stone; uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong
8 | A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers; plucking a single flower from this vine returns it to its inanimate form
Source: Mordenkainen's Tome of Foes p. 64</text>
    </item>
  <item>
      <name>Greater Silver Sword</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature's astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Source: Mordenkainen's Tome of Foes p. 89</text>
    </item>
  <item>
      <name>Infernal Tack</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn't conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.
Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus p. 224</text>
    </item>
  <item>
      <name>Silver Sword</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>You have a +3 bonus to attack and damage rolls made with this magic weapon. On a critical hit against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Source: Mordenkainen's Tome of Foes p. 89</text>
    </item>
  <item>
      <name>Bead of Nourishment</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Bead of Refreshment</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Boots of False Tracks</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Candle of the Deep</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Charlatan's Die</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Whenever you roll this six—sided die, you can control which number it rolls.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cloak of Billowing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak, you can use a bonus action to make it billow dramatically.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Cloak of Many Fashions</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of 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.
Source: Xanathar's Guide to Everything p. 136</text>
    </item>
  <item>
      <name>Clockwork Amulet</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Clothes of Mending</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Dark Shard Amulet</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Dread Helm</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This fearsome steel helm makes your eyes glow red while you wear it.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Ear Horn of Hearing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Enduring Spellbook</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Ersatz Eye</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can't be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
Source: Xanathar's Guide to Everything p. 137, Explorer's Guide to Wildemount</text>
    </item>
  <item>
      <name>Hat of Vermin</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Hat of Wizardry</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Heward's Handy Spice Pouch</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Horn of Silent Alarm</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 137</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Instrument of Illusions</name>
    <detail>Wondrous item, minor, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Source: Xanathar's Guide to Everything p. 137</text>
    </item>
  <item>
      <name>Instrument of Scribing</name>
    <detail>Wondrous item, minor, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Lock of Trickery</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Mystery Key</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A question mark is worked into the head of this key. The key has a 5 chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Orb of Direction</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Orb of Time</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Perfume of Bewitching</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Pipe of Smoke Monsters</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Pole of Angling</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Pole of Collapsing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Pot of Awakening</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
Source: Xanathar's Guide to Everything p. 138, Infernal Machine Rebuild p. 95</text>
    </item>
  <item>
      <name>Rope of Mending</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Ruby of the War Mage</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Source: Xanathar's Guide to Everything p. 138</text>
    </item>
  <item>
      <name>Shield of Expression</name>
    <detail>minor, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Staff of Adornment</name>
    <detail>minor, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>If you 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 possession. 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.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Staff of Birdcalls</name>
    <detail>minor, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>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, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Source: Xanathar's Guide to Everything p. 139</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Flowers</name>
    <detail>minor, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Source: Xanathar's Guide to Everything p. 139</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Talking Doll</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set an observable condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Tankard of Sobriety</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Unbreakable Arrow</name>
    <detail>minor, Ammunition</detail>
    <type>A</type>
    <weight></weight>
    <property></property>
    <text>This arrow can't be broken, except when it is within an antimagic field.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Veteran's Cane</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Source: Xanathar's Guide to Everything p. 139</text>
    </item>
  <item>
      <name>Wand of Conducting</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Source: Xanathar's Guide to Everything p. 140</text>
    </item>
  <item>
      <name>Wand of Pyrotechnics</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Source: Xanathar's Guide to Everything p. 140</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Scowls</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
Source: Xanathar's Guide to Everything p. 140</text>
    </item>
  <item>
      <name>Wand of Smiles</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Source: Xanathar's Guide to Everything p. 140</text>
    </item>
  <item>
      <name>Flensing Claws (Huge)</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <dmg1>2d8</dmg1>
    <dmgType>S</dmgType>
    <text>Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.
Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Flensing Claws (Large)</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.
Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Flensing Claws (Medium)</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <dmg1>1d10</dmg1>
    <dmgType>S</dmgType>
    <text>Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.
Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Flensing Claws (Small)</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <dmg1>1d8</dmg1>
    <dmgType>S</dmgType>
    <text>Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.
Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Mind Lash</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Shield of Far Sight</name>
    <detail>Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield. The shield becomes a magic item once the eyes is implanted, whereupon the mind flayer can give the shield to a thrall or hang it on a wall in its lair. As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Source: Volo's Guide to Monsters p. 81</text>
    <roll>2d12</roll>
    </item>
  <item>
      <name>Survival Mantle</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <stealth>1</stealth>
    <text>This carapace-like augmentation encases portions of the wearer's shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can't be worn with other kinds of armor.
A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons).
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>Flensing Claws</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <dmgType>S</dmgType>
    <text>mind flayer don't always provide their thralls with normal weapons, such as swords and axes. Sometimes they improve the natural capabilities of thralls by giving them new anatomy. Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature's arms and can't be removed without surgical amputation.
Each set of flensing claws is designed for a specific creature and can't be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The claws deal slashing damage based on the creature's size. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. Tiny and Gargantuan creatures can't be fitted with flensing claws.
Flensing Claws (Small)
Flensing Claws (Medium)
Flensing Claws (Large)
Flensing Claws (Huge)
Source: Volo's Guide to Monsters p. 81</text>
    </item>
  <item>
      <name>+1 All-Purpose Tool</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+1 Amulet of the Devout</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+1 Arcane Grimoire</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Source: Tasha's Cauldron of Everything p. 120</text>
    </item>
  <item>
      <name>+1 Bloodwell Vial</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.01</weight>
    <property></property>
    <text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>+1 Moon Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>+1 Rhythm-Maker's Drum</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>+2 All-Purpose Tool</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+2 Amulet of the Devout</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+2 Arcane Grimoire</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Source: Tasha's Cauldron of Everything p. 120</text>
    </item>
  <item>
      <name>+2 Bloodwell Vial</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.01</weight>
    <property></property>
    <text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>+2 Moon Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>+2 Rhythm-Maker's Drum</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>+3 All-Purpose Tool</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+3 Amulet of the Devout</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>+3 Arcane Grimoire</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Source: Tasha's Cauldron of Everything p. 120</text>
    </item>
  <item>
      <name>+3 Bloodwell Vial</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.01</weight>
    <property></property>
    <text>To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>+3 Moon Sickle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>L</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +3 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>+3 Rhythm-Maker's Drum</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While holding this drum, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
Absorbing Tattoo
d10 | Color | Tattoo
1 | Green | Acid Absorbing Tattoo
2 | Blue | Cold Absorbing Tattoo
3 | Red | Fire Absorbing Tattoo
4 | White | Force Absorbing Tattoo
5 | Yellow | Lightning Absorbing Tattoo
6 | Black | Necrotic Absorbing Tattoo
7 | Violet | Poison Absorbing Tattoo
8 | Silver | Psychic Absorbing Tattoo
9 | Gold | Radiant Absorbing Tattoo
10 | Orange | Thunder Absorbing Tattoo
Damage Absorption: When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Acid Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (green).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to acid damage
Damage Absorption: When you take acid damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Alchemical Compendium</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
• As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Source: Tasha's Cauldron of Everything p. 119</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Astral Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus for your sorcerer spells while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Source: Tasha's Cauldron of Everything p. 120</text>
    </item>
  <item>
      <name>Astromancy Archive</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
• When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Source: Tasha's Cauldron of Everything p. 120</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Atlas of Endless Horizons</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
• When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Source: Tasha's Cauldron of Everything p. 120</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Baba Yaga's Mortar and Pestle</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
Random Properties: This artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:
• 2 minor beneficial properties
• 1 major beneficial property
• 1 minor detrimental property
Properties of the Mortar: The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding-if there's enough space-up to Large size, meaning it can hold even a Large creature.
Properties of the Pestle: The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools: While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.
You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
Primal Parts: As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
Traverse the Night: If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature.
You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home: When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
Destroying the Mortar and Pestle: The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
Source: Tasha's Cauldron of Everything p. 121</text>
    <roll>1d8</roll>
    <roll>4d10</roll>
    </item>
  <item>
      <name>Baba Yaga's Pestle</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 121</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Barrier Tattoo (Large)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>Barrier Tattoo (Medium)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>Barrier Tattoo (Small)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection: While you aren't wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>Bell Branch</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.01</weight>
    <property></property>
    <text>This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.
The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present.
• As an action, you can expend 1 charge to cast protection from evil and good.
Source: Tasha's Cauldron of Everything p. 122</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Blood Fury Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes: The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Source: Tasha's Cauldron of Everything p. 122</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Cauldron of Rebirth</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.01</weight>
    <property></property>
    <text>This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your druid spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.
As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can't be used again for 7 days.
Source: Tasha's Cauldron of Everything p. 122</text>
    </item>
  <item>
      <name>Coiling Grasp Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo has long intertwining designs.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Source: Tasha's Cauldron of Everything p. 123</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Cold Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (blue).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to cold damage
Damage Absorption: When you take cold damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Crook of Rao</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse-and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact's bearers realize its full threat, few risk using the Crook of Rao -potentially for the final time.
Random Properties: The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:
• 2 minor beneficial properties
• 1 major beneficial property
• 1 minor detrimental property
Spells: The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn.
Absolute Banishment: While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can't return to the plane the Crook of Rao banished it from for 100 years.
Failing Matrix: Whenever the Crook of Rao 's Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
Iggwilv's Curse: When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend's name in Iggwilv's voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.
Extraplanar Reversal
d100 | Effect
1-25 | A portal to a random plane opens. The portal closes after 5 minutes.
26-45 | 2d4 imps and 2d4 quasits appear.
46-60 | 1d8 succubi/incubi appear.
61-70 | 1d10 barbed devils and 1d10 vrocks appear.
71-80 | 1 arcanoloth, 1 night hag, and 1 rakshasa appear.
81-85 | 1 ice devil and 1 marilith appear.
86-90 | 1 balor and 1 pit fiend appear. At the DM's discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes.
91-00 | Iggwilv's Curse (see the Iggwilv's Curse property).
Destroying or Repairing the Crook: The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god's tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Source: Tasha's Cauldron of Everything p. 123</text>
    <roll>1d6</roll>
    <roll>2d4</roll>
    <roll>1d8</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Crystalline Chronicle</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress,* Rary's telepathic bond, sending, telekinesis, Tasha's mind whip,* and Tenser's floating disk (spells with an asterisk appear in this book). It functions as a spellbook for you, with its spells and other writing psychically encoded within it.
While you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand , mind sliver (appears in this book), and message cantrips if you don't already know them.
The crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the information within the crystal, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book.
• When you cast a wizard spell, you can expend 1 charge to cast the spell without verbal, somatic, or material components of up to 100 gp value.
Source: Tasha's Cauldron of Everything p. 124</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Demonomicon of Iggwilv</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.
Random Properties: The artifact has the follow random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells: The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha's hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3 charges).
Abyssal Reference: You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.
Fiendish Scourging: Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.
Ensnarement: While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.
Containment: The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon's empty blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.
When you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can't try to possess you again for 7 days.
When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.
Destroying the Demonomicon: To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord FrazUrb'luu instantly knows.
Source: Tasha's Cauldron of Everything p. 125</text>
    <roll>1d8</roll>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Devotee's Censer</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>B</dmgType>
    <text>The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 126</text>
    <roll>1d8</roll>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Duplicitous Manuscript</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.
When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
• When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Source: Tasha's Cauldron of Everything p. 126</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Eldritch Claw Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 126</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Elemental Essence Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Elemental Essence Shards
d4 | Element | Shard
1 | Air | Elemental Essence Shard (Air)
2 | Earth | Elemental Essence Shard (Earth)
3 | Fire | Elemental Essence Shard (Fire)
4 | Water | Elemental Essence Shard (Water)
Source: Tasha's Cauldron of Everything p. 127</text>
    </item>
  <item>
      <name>Elemental Essence Shard (Air)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property: You can immediately fly up to 60 feet without provoking opportunity attacks.
Source: Tasha's Cauldron of Everything p. 127</text>
    </item>
  <item>
      <name>Elemental Essence Shard (Earth)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property: You gain resistance to a damage type of your choice until the start of your next turn
Source: Tasha's Cauldron of Everything p. 127</text>
    </item>
  <item>
      <name>Elemental Essence Shard (Fire)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property: One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
Source: Tasha's Cauldron of Everything p. 127</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Elemental Essence Shard (Water)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:
Property: You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Source: Tasha's Cauldron of Everything p. 127</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Far Realm Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Source: Tasha's Cauldron of Everything p. 127</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Feywild Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the PHB. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 127</text>
    </item>
  <item>
      <name>Fire Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (red).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to fire damage
Damage Absorption: When you take fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Force Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (white).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to force damage
Damage Absorption: When you take force damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Fulminating Treatise</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This thick, scorched spellbook reeks of smoke and ozone, and sparks of energy crackles along the edges of its pages. When found, the book contains the following spells: contingency, fireball, gust of wind, Leomund's tiny hut, magic missile, thunderwave, and wall of force. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
• When one creature you can see takes damage from an evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
Source: Tasha's Cauldron of Everything p. 128</text>
    <roll>1d3</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Ghost Step Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form: The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
• You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
• You can't be grappled or restrained.
• You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Source: Tasha's Cauldron of Everything p. 128</text>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Guardian Emblem</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.02</weight>
    <property></property>
    <text>This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Source: Tasha's Cauldron of Everything p. 128</text>
    </item>
  <item>
      <name>Heart Weaver's Primer</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
• When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
Source: Tasha's Cauldron of Everything p. 128</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Illuminator's Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing: While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 129</text>
    </item>
  <item>
      <name>Libram of Souls and Flesh</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead, and vampiric touch. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the necromancy school.
• As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are indifferent to you, unless you have damaged them. You also appear undead to all outward inspection and to spells used to determine the target's status. The effect ends if you deal damage or force a creature to make a saving throw.
Source: Tasha's Cauldron of Everything p. 129</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Lifewell Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features symbols of life and rebirth.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Necrotic Resistance: You have resistance to necrotic damage.
Life Ward: When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 129</text>
    </item>
  <item>
      <name>Lightning Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (yellow).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to lightning damage
Damage Absorption: When you take lightning damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Luba's Tarokka of Souls</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
Created by a figure of Vistani legend, Luba's Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck's creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul—as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
Random Properties: The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:
• 2 minor detrimental properties
• 2 minor beneficial properties
Spells: While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can't cast that spell again from it until the next dawn.
Enduring Vision: While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.
Twist of Fate: As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:
• Weal.: The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
• Woe.: The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.
• The deck can be used in this way twice, and you regain all expended uses at the next dawn.
Prisoners of Fate: Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
Souls of the Tarokka
d100 | Card | Soul
1 | Artifact | Flameskull
2 | Beast | Wraith
3 | Broken | Banshee
4 | Darklord | Vampire
5 | Donjon | Mummy
6 | Executioner | Death knight
7 | Ghost | Ghost
8 | Horseman | Mummy lord
9 | Innocent | Ghost
10 | Marionette | Mummy
11 | Mists | Wraith
12 | Raven | Vampire spawn
13 | Seer | Vampire
14 | Tempter | Vampire spawn
15-100 | — | —
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck's Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
Shuffling Fate: If you go 7 days without using the Twist of Fate property, your attunement to Luba's Tarroka of Souls ends, and you can't attune to it again until after another creature uses Twist of Fate on you.
Destroying the Deck: Luba's Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM's design.
Source: Tasha's Cauldron of Everything p. 129</text>
    <roll>10d10</roll>
    </item>
  <item>
      <name>Lyre of Building</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>While holding this lyre, you can cast mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 300 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.
In addition, you can play the lyre as an action to cast fabricate , move earth , passwall , or summon construct, and that spell can't be cast from it again until the next dawn.
Source: Tasha's Cauldron of Everything p. 131</text>
    </item>
  <item>
      <name>Masquerade Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self: As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
Source: Tasha's Cauldron of Everything p. 131</text>
    </item>
  <item>
      <name>Mighty Servant of Leuk-o</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it-and potentially execute a spree of unstoppable destruction.
Tales of the servant's origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device's origins and operation can be found in the Mind of Metal, a tome of artificer's secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad's several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.
Dangerous Attunement: Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.
The servant's controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.
Controlling the Servant: While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves' tools. A knock spell cast on the hatch also opens it until the start of the caster's next turn.
A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.
While you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:
• Open or close the hatch (no action required, once per turn)
• Move the servant up to its speed (no action required)
• As an action, you can command the servant to take one of the actions in its stat block or some other action.
• When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Destructive Fist attack against that creature.
While there are no attuned creatures inside the servant, it is an inert object.
Ghost in the Machine: Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM's discretion, takes one action while uncrewed.
If the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 24 hours. While charmed in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact-preferably using the servant, if possible.
Self-Destruct: By inputting a specific series of lever pulls and button presses, the servant's two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
If the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso—drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.
Destroying the Servant: The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant's self-destruct property.
Source: Tasha's Cauldron of Everything p. 131</text>
    <roll>25d6</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Nature's Mantle</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>Necrotic Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (black).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to necrotic damage
Damage Absorption: When you take necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Outer Essence Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Outer Essence Shards
d4 | Property | Shard
1 | Lawful | Outer Essence Shard (Lawful)
2 | Chaotic | Outer Essence Shard (Chaotic)
3 | Good | Outer Essence Shard (Good)
4 | Evil | Outer Essence Shard (Evil)
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>Outer Essence Shard (Chaotic)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Property: Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>Outer Essence Shard (Evil)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Property: Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
Source: Tasha's Cauldron of Everything p. 133</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Outer Essence Shard (Good)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Property: You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
Source: Tasha's Cauldron of Everything p. 133</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Outer Essence Shard (Lawful)</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Property: You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
Source: Tasha's Cauldron of Everything p. 133</text>
    </item>
  <item>
      <name>Planecaller's Codex</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
• When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
Source: Tasha's Cauldron of Everything p. 134</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Poison Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (violet).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to poison damage
Damage Absorption: When you take poison damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Prosthetic Limb</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>Protective Verses</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book's cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen's private sanctum, protection from evil, and symbol. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
• If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
• When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
Source: Tasha's Cauldron of Everything p. 134</text>
    <roll>1d3</roll>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Psychic Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (silver).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to psychic damage
Damage Absorption: When you take psychic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Radiant Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (gold).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to radiant damage
Damage Absorption: When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Reveler's Concertina</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells.
As an action, you can use the concertina to cast Otto's irresistible dance from the item. This property of the concertina can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>Shadowfell Brand Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence: You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense: When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
Source: Tasha's Cauldron of Everything p. 134</text>
    </item>
  <item>
      <name>Shadowfell Shard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (1st Level)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (2nd Level)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (3rd Level)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (4th Level)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single 4th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (5th Level)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single 5th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +5; the Save DC is 17 and the attack bonus is +9
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Spellwrought Tattoo (Cantrip)</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Teeth of Dahlver-Nar</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth: While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table.
Teeth of Dahlver-Nar
d20 | Tale and Tooth | Creatures Summoned | Implanted Effect
1 | The Staring Cats of Uldun-dar (ivory cat molar) | 9 cat | The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you.
2 | Duggle's Surprising Day (human molar) | 1 commoner | When you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it.
3 | The Golden Age of Dhakaan (golden goblin bicuspid) | 10 goblin, 1 goblin boss | When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest.
4 | The Mill Road Murders (halfling canine) | 3 green hag in a coven | When you damage a target that hasn't taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades.
5 | Dooms of the Malpheggi (emerald lizardfolk fang) | 1 lizard queen and 4 lizardfolk | You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
6 | The Stable Hand's Secret (sweet-tasting human canine) | 2 Incubus | When you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7 | The Donkey's Dream (rainbow-colored donkey molar) | 1 unicorn | The tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn's horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: "When I see wickedness in action, I must oppose it."
8 | Beyond the Rock of Bral (silver mind flayer tooth) | 2 mind flayer | You gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom (Perception) checks from constant whispers of memories and nearby minds.
9 | The Disappearances of Half Hollow (vomerine tooth of a Large toad) | 4 giant toad | Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
10 | Legendry of Phantoms and Ghosts (obsidian human molar) | 1 giant octopus, 1 mage, 1 specter | As an action, you can use the tooth to cast the Evard's black tentacles spell (DC 18). Once this property is used, it can't be used again until the next dawn.
11 | The Thousand Deaths of Jander Sunstar (yellowed vampire fang) | 1 vampire | You can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can't regain hit points.
12 | Nightmares of Kaggash (twisted beholder tooth) | 1 beholder | As an action, you can cast the eyebite spell from the tooth. Once you use this action, it can't be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks.
13 | Three Bridges to the Sky (lapis lazuli oni fang) | 3 oni | You gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of exhaustion that can't be removed until you are attuned to three or more magic items.
14 | The Claws of Dragotha (broken translucent fang) | 1 adult red dracolich | You can use the tooth to cast the create undead spell. Once this property is used, it can't be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
15 | Ashes of the Ages and Eternal Fire (jade humanoid bicuspid) | 1 dao, 1 djinni, 1 efreeti, 1 marid | You can use the tooth to cast counterspell at 9th level. Once you use this property, it can't be used again until the next dawn. Whenever you finish a long rest, if you haven't used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die.
16 | Daughters of Bel (green steel pit fiend fang) | 1 pit fiend | You can use the tooth to cast dominate monster (DC 18). Once you use this property, it can't be used again until the next dawn. You smell strongly of burning sulfur.
17 | Why the Sky Screams (blue dragon fang) | 1 ancient blue dragon | You gain immunity to lightning damage and vulnerability to thunder damage.
18 | The Last Tarrasque (jagged sliver of tarrasque tooth) | 1 tarrasque (ignores you and your commands appears for 1d4 rounds then vanishes) | You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren't damaged by a creature, moving as close as you can to the target if necessary.
19 | Incendax's Tooth (ruby-veined red dragon fang) | 1 ancient red dragon | You gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of exhaustion.
20 | Dahlver-Nar's Tooth (dusty human molar) | 1 priest | As an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the nature of the intervention (the effect of any cleric spell would be appropriate). Once this property is used, it can't be used again for 7 days.
Sowing Teeth: To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.
Implanting Teeth: To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can't be removed while you are attuned to the teeth, and you can't voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.
Recovering Teeth: Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth: Each tooth must be destroyed individually by sowing it in the area where the tooth's story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.
Source: Tasha's Cauldron of Everything p. 135</text>
    <roll>3d10</roll>
    <roll>2d8+2</roll>
    <roll>1d6</roll>
    <roll>3d6</roll>
    <roll>2d10</roll>
    <roll>1d4</roll>
    <roll>26d6</roll>
    </item>
  <item>
      <name>Thunder Absorbing Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color (orange).
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance: While the tattoo is on your skin, you have resistance to thunder damage
Damage Absorption: When you take thunder damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Source: Tasha's Cauldron of Everything p. 119</text>
    </item>
  <item>
      <name>Spellwrought Tattoo</name>
    <detail>Wondrous item (tattoo)</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Produced by a special needle, this magic tattoo features designs that emphasize one color.
Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Spellwrought Tattoo (Cantrip)
Spellwrought Tattoo (1st Level)
Spellwrought Tattoo (2nd Level)
Spellwrought Tattoo (3rd Level)
Spellwrought Tattoo (4th Level)
Spellwrought Tattoo (5th Level)
Source: Tasha's Cauldron of Everything p. 135</text>
    </item>
  <item>
      <name>Birdpipes</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Glaur</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Hand Drum</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A double-headed skin drum fitted with handles along its side.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Longhorn</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Shawm</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Songhorn</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A recorder, a simple type of flute, usually carved from wood.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Tantan</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A tambourine, a popular instrument with halflings and humans south of the Dalelands.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Thelarr</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents' delight or regret.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Tocken</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Wargong</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Yarting</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Zulkoon</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.
Source: Sword Coast Adventurer's Guide p. 124</text>
    </item>
  <item>
      <name>Hag Eye</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 177</text>
    <roll>3d10</roll>
    </item>
  <item>
      <name>Heartstone</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Source: Monster Manual p. 179</text>
    </item>
  <item>
      <name>Soul Bag</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Source: Monster Manual p. 179</text>
    </item>
  <item>
      <name>Abacus</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Acid (vial)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>25.0</value>
    <property></property>
    <text>As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Source: Player's Handbook p. 148</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Alchemist's Fire (flask)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>50.0</value>
    <property></property>
    <text>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Source: Player's Handbook p. 148</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Alchemist's Supplies</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>8</weight>
    <value>50.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Ale (Gallon)</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.2</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Ale (Mug)</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.04</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Amulet</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>1</weight>
    <value>5.0</value>
    <property></property>
    <text>A holy symbol is a representation of a god or pantheon.
A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Antitoxin (vial)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Backpack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>2.0</value>
    <property></property>
    <text>A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Bagpipes</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>6</weight>
    <value>30.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Ball Bearing</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.002</weight>
    <value>0.001</value>
    <property></property>
    <text>Most commonly found inside a Ball Bearings (Bag of 1,000).
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Ball Bearings (bag of 1,000)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>1.0</value>
    <property></property>
    <text>As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Barrel</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>70</weight>
    <value>2.0</value>
    <property></property>
    <text>A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Basic Poison (vial)</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Source: Player's Handbook p. 153</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Basket</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>0.4</value>
    <property></property>
    <text>A basket holds 2 cubic feet or 40 pounds of gear.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Bedroll</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>7</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Bell</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Bit and bridle</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>1</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Blanket</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Block and Tackle</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>1.0</value>
    <property></property>
    <text>A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Book</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>25.0</value>
    <property></property>
    <text>A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Brewer's Supplies</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>9</weight>
    <value>20.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Bucket</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>0.05</value>
    <property></property>
    <text>A bucket holds 3 gallons of liquid or ½ cubic foot of solids.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Bullseye Lantern</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>10.0</value>
    <property></property>
    <text>A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Burglar's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>44.5</weight>
    <value>16.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a Ball Bearings (Bag of 1,000)
• 10 feet of string
• a bell
• 5 candle
• a crowbar
• a hammer
• 10 piton
• a hooded lantern
• 2 Oil (flask)
• 5 days Rations (1 day)
• a tinderbox
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Calligrapher's Supplies</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Caltrop</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.1</weight>
    <value>0.05</value>
    <property></property>
    <text>As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Caltrops (bag of 20)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>1.0</value>
    <property></property>
    <text>As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Camel</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Candle</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.01</value>
    <property></property>
    <text>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Canvas (1 sq. yd.)</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Carpenter's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>6</weight>
    <value>8.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Carriage</name>
    <detail>Vehicle (land)</detail>
    <type>G</type>
    <weight>600</weight>
    <value>100.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Cart</name>
    <detail>Vehicle (land)</detail>
    <type>G</type>
    <weight>200</weight>
    <value>15.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Cartographer's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>6</weight>
    <value>15.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Chain (10 feet)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>5.0</value>
    <property></property>
    <text>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Chalk (1 piece)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.01</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Chariot</name>
    <detail>Vehicle (land)</detail>
    <type>G</type>
    <weight>100</weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Chest</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>25</weight>
    <value>5.0</value>
    <property></property>
    <text>A chest holds 12 cubic feet or 300 pounds of gear.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Chicken</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Chunk of Meat</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.3</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Cinnamon</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Climber's Kit</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>12</weight>
    <value>25.0</value>
    <property></property>
    <text>A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Cloves</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>3.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Cobbler's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Common Clothes</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Common Wine (Pitcher)</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.2</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Component Pouch</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>25.0</value>
    <property></property>
    <text>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Cook's Utensils</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>8</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Copper</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Copper (cp)</name>
    <detail></detail>
    <type>$</type>
    <weight>0.02</weight>
    <value>0.01</value>
    <property></property>
    <text>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143</text>
    </item>
  <item>
      <name>Costume Clothes</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Cotton Cloth (1 sq. yd.)</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Cow</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Crossbow Bolt Case</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>This wooden case can hold up to twenty crossbow bolt.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Crowbar</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>2.0</value>
    <property></property>
    <text>Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Dice Set</name>
    <detail>Gaming Set</detail>
    <type>G</type>
    <weight></weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Diplomat's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>36</weight>
    <value>39.0</value>
    <property></property>
    <text>Includes:
• a chest
• 2 Map or Scroll Case
• a set of fine clothes
• a Ink (1-ounce bottle)
• an ink pen
• a lamp
• 2 Oil (flask)
• 5 Paper (one sheet)
• a Perfume (vial)
• sealing wax
• soap
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Disguise Kit</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>3</weight>
    <value>25.0</value>
    <property></property>
    <text>This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Donkey</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>8.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Draft Horse</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Dragonchess Set</name>
    <detail>Gaming Set</detail>
    <type>G</type>
    <weight>0.5</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Drum</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>3</weight>
    <value>6.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Dulcimer</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>10</weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Dungeoneer's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>61.5</weight>
    <value>12.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a crowbar
• a hammer
• 10 piton
• 10 torch
• a tinderbox
• 10 days of Rations (1 day)
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Electrum (ep)</name>
    <detail></detail>
    <type>$</type>
    <weight>0.02</weight>
    <value>0.5</value>
    <property></property>
    <text>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143</text>
    </item>
  <item>
      <name>Elephant</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>200.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Emblem</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <value>5.0</value>
    <property></property>
    <text>A holy symbol is a representation of a god or pantheon.
A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Entertainer's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>38</weight>
    <value>40.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a bedroll
• 2 Costume Clothes
• 5 candle
• 5 days of Rations (1 day)
• a waterskin
• a disguise kit
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Exotic Saddle</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>40</weight>
    <value>60.0</value>
    <property></property>
    <text>An exotic saddle is required for riding any aquatic or flying mount.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Explorer's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>59</weight>
    <value>10.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torch
• 10 days of Rations (1 day)
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Feed (per day)</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>10</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Fine Clothes</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>6</weight>
    <value>15.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Fine Wine (Bottle)</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Fishing Tackle</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>1.0</value>
    <property></property>
    <text>This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Flask</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.02</value>
    <property></property>
    <text>A flask holds 1 pint of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Flour</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Flute</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>1</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Forgery Kit</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>15.0</value>
    <property></property>
    <text>This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Ginger</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Glass Bottle</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>2.0</value>
    <property></property>
    <text>A bottle holds 1½ pints of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Glassblower's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>30.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Goat</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Gold</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>50.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Gold (gp)</name>
    <detail></detail>
    <type>$</type>
    <weight>0.02</weight>
    <value>1.0</value>
    <property></property>
    <text>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143</text>
    </item>
  <item>
      <name>Grappling Hook</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Hammer</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Healer's Kit</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>5.0</value>
    <property></property>
    <text>This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Hempen Rope (50 feet)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>1.0</value>
    <property></property>
    <text>Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Herbalism Kit</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>3</weight>
    <value>5.0</value>
    <property></property>
    <text>This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Holy Water (flask)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>25.0</value>
    <property></property>
    <text>As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Source: Player's Handbook p. 151</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Hooded Lantern</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>5.0</value>
    <property></property>
    <text>A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Horn</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>2</weight>
    <value>3.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Hourglass</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Hunk of Cheese</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Hunting Trap</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>25</weight>
    <value>5.0</value>
    <property></property>
    <text>When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Source: Player's Handbook p. 152</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Ink (1-ounce bottle)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>Ink (1-ounce bottle)
Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Ink Pen</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Iron</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Iron Pot</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>2.0</value>
    <property></property>
    <text>An iron pot holds 1 gallon of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Iron Spike</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.5</weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Iron Spikes (10)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Jeweler's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>2</weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Jug</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>0.02</value>
    <property></property>
    <text>A jug holds 1 gallon of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Ladder (10-foot)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>25</weight>
    <value>0.1</value>
    <property></property>
    <text>Ladder (10-foot)
Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Lamp</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.5</value>
    <property></property>
    <text>A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Leatherworker's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Linen (1 sq. yd.)</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Loaf of Bread</name>
    <detail>Food and Drink</detail>
    <type>G</type>
    <weight></weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 158</text>
    </item>
  <item>
      <name>Lock</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>10.0</value>
    <property></property>
    <text>A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Lute</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>2</weight>
    <value>35.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Lyre</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>2</weight>
    <value>30.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Magnifying Glass</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Manacles</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>6</weight>
    <value>2.0</value>
    <property></property>
    <text>These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Map or Scroll Case</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>This cylindrical leather case can hold up to ten rolled-up paper (one sheet) or five rolled-up parchment (one sheet).
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Mason's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>8</weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Mastiff</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Merchant's Scale</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>5.0</value>
    <property></property>
    <text>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Mess Kit</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.2</value>
    <property></property>
    <text>This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Military Saddle</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>30</weight>
    <value>20.0</value>
    <property></property>
    <text>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.
Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Miner's Pick</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Mule</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>8.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Navigator's Tools</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>2</weight>
    <value>25.0</value>
    <property></property>
    <text>This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Oil (flask)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.1</value>
    <property></property>
    <text>Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Source: Player's Handbook p. 152</text>
    </item>
  <item>
      <name>Ox</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>15.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Pack Saddle</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>15</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Painter's Supplies</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Pan Flute</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>2</weight>
    <value>12.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Paper (one sheet)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.2</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Parchment (one sheet)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.1</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Pepper</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Perfume (vial)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Pig</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>3.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Pitcher</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>0.02</value>
    <property></property>
    <text>A pitcher holds 1 gallon of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Piton</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.25</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Platinum</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>500.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Platinum (pp)</name>
    <detail></detail>
    <type>$</type>
    <weight>0.02</weight>
    <value>10.0</value>
    <property></property>
    <text>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143</text>
    </item>
  <item>
      <name>Playing Card Set</name>
    <detail>Gaming Set</detail>
    <type>G</type>
    <weight></weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Poisoner's Kit</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>2</weight>
    <value>50.0</value>
    <property></property>
    <text>A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Additionally, the Crafting and Harvesting Poison rules require the use of a poisoner's kit.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Pole (10-foot)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>7</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Pony</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>30.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Portable Ram</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>35</weight>
    <value>4.0</value>
    <property></property>
    <text>You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Potter's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>3</weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Pouch</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.5</value>
    <property></property>
    <text>A cloth or leather pouch can hold up to 20 sling bullet or 50 blowgun needle, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Priest's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>24</weight>
    <value>19.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a blanket
• 10 candle
• a tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of Rations (1 day)
• a waterskin.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Quiver</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>1.0</value>
    <property></property>
    <text>A quiver can hold up to 20 arrow.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Rations (1 day)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>2</weight>
    <value>0.5</value>
    <property></property>
    <text>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Reliquary</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>2</weight>
    <value>5.0</value>
    <property></property>
    <text>A holy symbol is a representation of a god or pantheon.
A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Riding Horse</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>75.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Riding Saddle</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>25</weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Robes</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Sack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.5</weight>
    <value>0.01</value>
    <property></property>
    <text>A sack can hold up to 1 cubic foot or 30 pounds of gear.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Saddlebags</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight>8</weight>
    <value>4.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Saffron</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>15.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Salt</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Scholar's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>40.0</value>
    <property></property>
    <text>Includes:
• a backpack
• a book of lore
• a Ink (1-ounce bottle)
• an ink pen
• 10 Parchment (one sheet)
• a little bag of sand
• a small knife.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Sealing Wax</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Shawm</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>1</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Sheep</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Shovel</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Signal Whistle</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.05</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Signet Ring</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Silk (1 sq. yd.)</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Silk Rope (50 feet)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>10.0</value>
    <property></property>
    <text>Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Silver</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Silver (sp)</name>
    <detail></detail>
    <type>$</type>
    <weight>0.02</weight>
    <value>0.1</value>
    <property></property>
    <text>Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143</text>
    </item>
  <item>
      <name>Sled</name>
    <detail>Vehicle (land)</detail>
    <type>G</type>
    <weight>300</weight>
    <value>20.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Sledgehammer</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>10</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Smith's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>8</weight>
    <value>20.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Soap</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>0.02</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Spellbook</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>3</weight>
    <value>50.0</value>
    <property></property>
    <text>Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Sprig of Mistletoe</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Spyglass</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>1000.0</value>
    <property></property>
    <text>Objects viewed through a spyglass are magnified to twice their size.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Stabling (per day)</name>
    <detail>Tack and Harness</detail>
    <type>G</type>
    <weight></weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Steel Mirror</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>0.5</weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Tankard</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.02</value>
    <property></property>
    <text>A tankard holds 1 pint of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Thieves' Tools</name>
    <detail>Tools</detail>
    <type>G</type>
    <weight>1</weight>
    <value>25.0</value>
    <property></property>
    <text>This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Three-Dragon Ante Set</name>
    <detail>Gaming Set</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Tinderbox</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.5</value>
    <property></property>
    <text>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Tinker's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>10</weight>
    <value>50.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Torch</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.01</value>
    <property></property>
    <text>A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Totem</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Traveler's Clothes</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>2.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Trinket</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.
Player's Handbook Trinket Table
d100 | Trinket
01 | A mummified goblin hand
02 | A piece of crystal that faintly glows in the moonlight
03 | A gold coin minted in an unknown land
04 | A diary written in a language you don't know
05 | A brass ring that never tarnishes
06 | An old chess piece made from glass
07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
09 | A rope necklace from which dangles four mummified elf fingers
10 | The deed for a parcel of land in a realm unknown to you
11 | A 1-ounce block made from an unknown material
12 | A small cloth doll skewered with needles
13 | A tooth from an unknown beast
14 | An enormous scale, perhaps from a dragon
15 | A bright green feather
16 | An old divination card bearing your likeness
17 | A glass orb filled with moving smoke
18 | A 1-pound egg with a bright red shell
19 | A pipe that blows bubbles
20 | A glass jar containing a weird bit of flesh floating in pickling fluid
21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
22 | A small wooden statuette of a smug halfling
23 | A brass orb etched with strange runes
24 | A multicolored stone disk
25 | A tiny silver icon of a raven
26 | A bag containing forty-seven humanoid teeth, one of which is rotten
27 | A shard of obsidian that always feels warm to the touch
28 | A dragon's bony talon hanging from a plain leather necklace
29 | A pair of old socks
30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
31 | A silver badge in the shape of a five-pointed star
32 | A knife that belonged to a relative
33 | A glass vial filled with nail clippings
34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet
35 | A white, sequined glove sized for a human
36 | A vest with one hundred tiny pockets
37 | A small, weightless stone block
38 | A tiny sketch portrait of a goblin
39 | An empty glass vial that smells of perfume when opened
40 | A gemstone that looks like a lump of coal when examined by anyone but you
41 | A scrap of cloth from an old banner
42 | A rank insignia from a lost legionnaire
43 | A tiny silver bell without a clapper
44 | A mechanical canary inside a gnomish lamp
45 | A tiny chest carved to look like it has numerous feet on the bottom
46 | A dead sprite inside a clear glass bottle
47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
48 | A glass orb filled with water, in which swims a clockwork goldfish
49 | A silver spoon with an 'M' engraved on the handle
50 | A whistle made from gold-colored wood
51 | A dead scarab beetle the size of your hand
52 | Two toy soldiers, one with a missing head 
53 | A small box filled with different-sized buttons
54 | A candle that can't be lit
55 | A tiny cage with no door
56 | An old key
57 | An indecipherable treasure map
58 | A hilt from a broken sword
59 | A rabbit's foot
60 | A glass eye
61 | A cameo carved in the likeness of a hideous person
62 | A silver skull the size of a coin
63 | An alabaster mask
64 | A pyramid of sticky black incense that smells very bad
65 | A nightcap that, when worn, gives you pleasant dreams
66 | A single caltrop made from bone
67 | A gold monocle frame without the lens
68 | A 1-inch cube, each side painted a different color
69 | A crystal knob from a door
70 | A small packet filled with pink dust
71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment
72 | A silver teardrop earring made from a real teardrop
73 | The shell of an egg painted with scenes of human misery in disturbing detail
74 | A fan that, when unfolded, shows a sleeping cat
75 | A set of bone pipes
76 | A four-leaf clover pressed inside a book discussing manners and etiquette
77 | A sheet of parchment upon which is drawn a complex mechanical contraption
78 | An ornate scabbard that fits no blade you have found so far
79 | An invitation to a party where a murder happened
80 | A bronze pentacle with an etching of a rat's head in its center
81 | A purple handkerchief embroidered with the name of a powerful archmage
82 | Half of a floorplan for a temple, castle, or some other structure
83 | A bit of folded cloth that, when unfolded, turns into a stylish cap
84 | A receipt of deposit at a bank in a far-flung city
85 | A diary with seven missing pages
86 | An empty silver snuffbox bearing an inscription on the surface that says "dreams"
87 | An iron holy symbol devoted to an unknown god
88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
89 | A vial of dragon blood
90 | An ancient arrow of elven design
91 | A needle that never bends
92 | An ornate brooch of dwarven design
93 | An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W"
94 | A mosaic tile with a multicolored, glazed surface
95 | A petrified mouse
96 | A black pirate flag adorned with a dragon's skull and crossbones
97 | A tiny mechanical crab or spider that moves about when it's not being observed
98 | A glass jar containing lard with a label that reads, "Griffon Grease"
99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
100 | A metal urn containing the ashes of a hero
Source: Player's Handbook p. 159</text>
    </item>
  <item>
      <name>Two-Person Tent</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>20</weight>
    <value>2.0</value>
    <property></property>
    <text>A simple and portable canvas shelter, a tent sleeps two.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Vial</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>A vial can hold up to 4 ounces of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Viol</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight>1</weight>
    <value>30.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Wagon</name>
    <detail>Vehicle (land)</detail>
    <type>G</type>
    <weight>400</weight>
    <value>35.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Warhorse</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>400.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Waterskin</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <value>0.2</value>
    <property></property>
    <text>A waterskin can hold up to 4 pints of liquid.
Source: Player's Handbook p. 153</text>
    </item>
  <item>
      <name>Weaver's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Wheat</name>
    <detail>Trade Good</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.01</value>
    <property></property>
    <text>Source: Player's Handbook p. 157</text>
    </item>
  <item>
      <name>Whetstone</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>0.01</value>
    <property></property>
    <text>Source: Player's Handbook p. 150</text>
    </item>
  <item>
      <name>Woodcarver's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight>5</weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Wooden Staff</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>4</weight>
    <value>5.0</value>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Yew Wand</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight>1</weight>
    <value>10.0</value>
    <property></property>
    <text>A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Arcane Focus</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Crystal
Orb
Rod
Staff
Wand
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Artisan's Tools</name>
    <detail>Artisan Tools</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Alchemist's Supplies
Brewer's Supplies
Calligrapher's Supplies
Carpenter's Tools
Cartographer's Tools
Cobbler's Tools
Cook's Utensils
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Painter's Supplies
Potter's Tools
Smith's Tools
Tinker's Tools
Weaver's Tools
Woodcarver's Tools
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Druidic Focus</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Sprig of mistletoe
Totem
Wooden staff
Yew wand
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Gaming Set</name>
    <detail>Gaming Set</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Dice Set
Dragonchess Set
Playing Card Set
Three-Dragon Ante Set
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Holy Symbol</name>
    <detail>Spellcasting Focus</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Amulet
Emblem
Reliquary
Source: Player's Handbook p. 151</text>
    </item>
  <item>
      <name>Musical Instrument</name>
    <detail>Instrument</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Bagpipes
Drum
Dulcimer
Flute
Horn
Lute
Lyre
Pan Flute
Shawm
Viol
Source: Player's Handbook p. 154</text>
    </item>
  <item>
      <name>Akmon, Hammer of Purphoros</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.
Hammer of the Forge: This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.
Blessing of the Forge: If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:
• Piety 10+.: The hammer has 1 randomly determined minor beneficial property.
• Piety 25+.: The hammer has 1 randomly determined major beneficial property.
• Piety 50+.: The hammer has 1 additional randomly determined major beneficial property.
If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
Reforged: While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them.
Spells: While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.
Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.
Source: Mythic Odysseys of Theros p. 198</text>
    <roll>3d10</roll>
    </item>
  <item>
      <name>Dekella, Bident of Thassa</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V,M</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it's often so they might work her will far from the ocean, right some wrong affecting those she'd prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.
Bident of the Deep: Thassa's signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.
Blessing of the Deep: If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
• Piety 10+.: You can breathe underwater, and you gain a swimming speed of 60 feet.
• Piety 25+.: The bident has 1 randomly determined minor beneficial property.
• Piety 50+.: The bident has 1 randomly determined major beneficial property.
If you aren't a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
Command the Deep: The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see "Weather at Sea" in chapter 5 of the Dungeon Master's Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can't be used again until the next dusk.
Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
Aquatic Metamorphosis: You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can't be used again until the next dusk.
Destroying the Bident: To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Source: Mythic Odysseys of Theros p. 199</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Ephixis, Bow of Nylea</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,2H</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>80/320</range>
    <text>Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.
Bow of the Wild: This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.
Blessing of the Wild: If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
• Piety 10+.: The bow has 1 randomly determined minor beneficial property.
• Piety 25+.: The bow has 1 randomly determined major beneficial property.
If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental property.
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
Arrows of the Seasons: The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:
Spring: As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.
Summer: As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
Autumn: As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
Winter: As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.
Destroying the Bow: The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.
Source: Mythic Odysseys of Theros p. 200</text>
    </item>
  <item>
      <name>Flying Chariot</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The chariot's riders and creatures pulling the chariot gain a +1 bonus to their AC.
If this magic chariot is pulled by one or more flying creatures, it too can fly.
Chariots: Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player's Handbook, but with the following differences:
• Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.
• Being mounted on a chariot grants you half cover.
• A chariot's speed is equal to the speed of the slowest creature pulling it.
• If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
Source: Mythic Odysseys of Theros p. 196</text>
    </item>
  <item>
      <name>Helm of the Gods</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn't behind total cover.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.
The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
God | Spell
Athreos | protection from evil and good
Ephara | sanctuary
Erebos | inflict wounds
Heliod | guiding bolt
Iroas | heroism
Karametra | goodberry
Keranos | thunderous smite
Klothys | entangle
Kruphix | dissonant whispers
Mogis | hellish rebuke
Nylea | faerie fire
Pharika | lesser restoration
Phenax | charm person
Purphoros | searing smite
Thassa | identify
Source: Mythic Odysseys of Theros p. 196</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Khrusor, Spear of Heliod</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it's typically so they can perform some great work in his name or as a test of their worthiness.
Spear of the Sun: This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.
Blessing of the Sun: If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
• Piety 3+.: You gain 15 temporary hit points each dawn.
• Piety 10+.: The spear has 1 randomly determined minor beneficial property.
• Piety 25+.: The spear has 1 additional randomly determined minor beneficial property.
• Piety 50+.: The spear has 1 randomly determined major beneficial property.
If you aren't a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
Luminous: The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Sun's Retaliation: When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can't be used again until the next dawn.
Spells: The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6 + 4 expended charges daily at dawn.
Destroying the Spear: If taken to Erebos's palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos's service.
Source: Mythic Odysseys of Theros p. 200</text>
    <roll>2d8</roll>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Mastix, Whip of Erebos</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it's typically to reclaim a powerful soul or to humiliate Heliod.
Whip of the Dead: Erebos's whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.
Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can't be used again until the next dusk.
Blessing of the Dead: If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:
• Piety 1+.: The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful.
• Piety 25+.: The whip has 1 randomly determined major beneficial property.
• Piety 50+.: The whip has 1 additional randomly determined major beneficial property.
If you aren't a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties.
See "Artifacts" in chapter 7 of the Dungeon Master's Guide for details on randomly determined properties.
Erebos's Claim: While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can't be cast from it again until the next dusk.
Destroying the Whip: To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
Source: Mythic Odysseys of Theros p. 201</text>
    <roll>2d8</roll>
    </item>
  <item>
      <name>Molten Bronze Skin (Breastplate)</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>14</ac>
    <text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
Source: Mythic Odysseys of Theros p. 197</text>
    </item>
  <item>
      <name>Molten Bronze Skin (Half Plate)</name>
    <detail>Medium Armor</detail>
    <type>MA</type>
    <weight>40</weight>
    <property></property>
    <ac>15</ac>
    <text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
Source: Mythic Odysseys of Theros p. 197</text>
    </item>
  <item>
      <name>Molten Bronze Skin (Plate)</name>
    <detail>Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <strength>15</strength>
    <text>This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.
While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Mythic Odysseys of Theros p. 197</text>
    </item>
  <item>
      <name>Potion of Aqueous Form</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
You're under the following effects while in this form:
• Liquid Movement.: You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.
• Watery Resilience.: You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.
• Limitations.: You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
Source: Mythic Odysseys of Theros p. 197</text>
    </item>
  <item>
      <name>Pyxis of Pandemonium</name>
    <detail>Wondrous item, Cursed item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.
If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.
Curse: Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.
d8 | Calamity
1 | Androphagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success.
2 | Bile Blight. The vessel casts the harm spell on each creature within 30 feet of it.
3 | Flood. The vessel casts the tsunami spell at a point of the DM's choice within 120 feet of it.
4 | Medusa's Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
5 | Labyrinth. The vessel casts the maze spell on each creature within 30 feet of it.
6 | Nightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demon (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile.
7 | Swarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet.
8 | Unbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it.
Source: Mythic Odysseys of Theros p. 197</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Siren Song Lyre</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can use an action to play this lyre and cast one of the following spells from it: animal friendship, charm person, enthrall, suggestion. If the spell requires a saving throw, the spell save DC is 13.
Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn.
Source: Mythic Odysseys of Theros p. 198</text>
    </item>
  <item>
      <name>Sling Bullets of Althemone</name>
    <detail>Ammunition</detail>
    <type>A</type>
    <weight></weight>
    <property></property>
    <text>The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property.
You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic.
Magic Sling Bullets
d4 | Bullet
1 | Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell.
2 | Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage.
3 | Stunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is stunned until the end of your next turn.
4 | Tracking. A creature that takes damage from this bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.
Source: Mythic Odysseys of Theros p. 198</text>
    <roll>1d4+4</roll>
    <roll>2d8</roll>
    <roll>1d8</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Two-Birds Sling</name>
    <detail>simple Weapon, Ranged Weapon</detail>
    <type>R</type>
    <weight></weight>
    <value>0.1</value>
    <property>A</property>
    <dmg1>1d4</dmg1>
    <dmgType>B</dmgType>
    <range>30/120</range>
    <text>You have a +1 bonus to attack and damage rolls made with this weapon.
When you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
Source: Mythic Odysseys of Theros p. 198</text>
    </item>
  <item>
      <name>Molten Bronze Skin</name>
    <detail>Generic Variant</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Molten Bronze Skin (Breastplate)
Molten Bronze Skin (Half Plate)
Molten Bronze Skin (Plate)
Source: Mythic Odysseys of Theros p. 197</text>
    </item>
  <item>
      <name>Azorius Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Azorius, allows you to cast ensnaring strike. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Azorius's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Azorius Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Boros Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Boros, allows you to cast heroism. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Boros' recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Boros Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Copper Alms-Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>0.01</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Copper Zib</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>0.01</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Dimir Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Dimir, allows you to cast disguise self. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Dimir's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Dimir Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it—usually an assignment to take over someone's body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Electrum 50-Zib Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>0.5</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Gold 5-Zib Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>5.0</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Gold Zino</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1.0</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Golgari Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Golgari Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Gruul Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Gruul, allows you to cast compelled duel. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Gruul's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Gruul Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a ceratok. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Illusionist's Bracers</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A powerful illusionist of House Dimir originally developed these bracers, which enabled her to create multiple minor illusions at once. The bracers' power, though, extends far beyond illusions.
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Izzet Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Izzet, allows you to cast chaos bolt. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Izzet's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Izzet Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Mizzium Apparatus</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components.
You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
1st-Level Spells
d6 | spell
1 | burning hands
2 | chaos bolt
3 | color spray
4 | faerie fire
5 | fog cloud
6 | thunderwave
2nd-Level Spells
d6 | spell
1 | blur
2 | gust of wind
3 | heat metal
4 | Melf's acid arrow
5 | scorching ray
6 | shatter
3rd-Level Spells
d6 | spell
1 | fear
2 | feign death
3 | fireball
4 | gaseous form
5 | sleet storm
6 | stinking cloud
4th-Level Spells
d4 | spell
1 | confusion
2 | conjure minor elementals
3 | Evard's black tentacles
4 | ice storm
5th-Level Spells
d4 | spell
1 | animate objects
2 | cloudkill
3 | cone of cold
4 | flame strike
Source: Guildmasters' Guide to Ravnica p. 179</text>
    </item>
  <item>
      <name>Mizzium Mortar</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This short tube, about 2 feet long and 6 inches in diameter, is made from mizzium, a magically enhanced metal alloy forged by the Izzet League. The end that's pointed toward a target is open, and a glowing ball of molten metal can be seen at the other end as long as the mortar has at least 1 charge remaining.
The mortar has 4 charges for the following properties. It regains 1d4 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 creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Mizzium Bombard: You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
Source: Guildmasters' Guide to Ravnica p. 179</text>
    <roll>1d4</roll>
    <roll>5d4</roll>
    <roll>5d8</roll>
    </item>
  <item>
      <name>Moodmark Paint</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This thick, black paint is stored in a small jar, containing enough paint to apply moodmarks to one creature. The paint is dabbed on the face in spots or markings that often resemble the eyes of insects or spiders. Applying the paint in this way takes 1 minute.
For the next 8 hours, the marks change to reflect your mental state. A creature that can see you and makes a successful DC 10 Wisdom (Insight) check can discern whether you are happy, sad, angry, disgusted, surprised, or afraid, as well as the main source of that emotion. For example, you might communicate fear caused by a monster you just saw around the corner, grief at the loss of a friend, or happiness derived from pride in your performance in combat. A dark elf has advantage on this check.
Source: Guildmasters' Guide to Ravnica p. 180</text>
    </item>
  <item>
      <name>Orzhov Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Orzhov, allows you to cast command. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Orzhov's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Orzhov Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This keyrune is carved from white marble with veins of black. The end is shaped like a thrull's head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull for up to 2 hours. If you don't come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Pariah's Shield</name>
    <detail>Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>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 +1 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 taking it. When you do so, the damage type changes to force.
Source: Guildmasters' Guide to Ravnica p. 180</text>
    </item>
  <item>
      <name>Peregrine Mask</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
Source: Guildmasters' Guide to Ravnica p. 180</text>
    </item>
  <item>
      <name>Platinum 10-Zino Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Platinum 100-Zino Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Pyroconverger</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A Pyroconverger is an Izzet-made flamethrower. It carries a risk of malfunction each time you use it.
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.
Source: Guildmasters' Guide to Ravnica p. 180</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Rakdos Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Rakdos, allows you to cast hellish rebuke. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Rakdos' recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Rakdos Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler for up to 1 hour.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Rakdos Riteknife</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 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 1d10 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.
Source: Guildmasters' Guide to Ravnica p. 180</text>
    <roll>1d4</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Selesnya Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Selesnya, allows you to cast charm person. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Selesnya's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Selesnya Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Carved from white and green marble in the shape of a wolf's head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can't speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Silver 25-Zib Coin</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>0.25</value>
    <property></property>
    <text>Source: Guildmasters' Guide to Ravnica p. 9</text>
    </item>
  <item>
      <name>Simic Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring, adorned with the symbol of Simic, allows you to cast expeditious retreat. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Simic's recognition and favor.
A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
Source: Guildmasters' Guide to Ravnica p. 178</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Simic Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn't enough space for the creature, the keyrune doesn't transform.
The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Skyblinder Staff</name>
    <detail>Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Source: Guildmasters' Guide to Ravnica p. 181</text>
    </item>
  <item>
      <name>Spies' Murmur</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.
Source: Guildmasters' Guide to Ravnica p. 181</text>
    </item>
  <item>
      <name>Sunforger</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.
If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Source: Guildmasters' Guide to Ravnica p. 181</text>
    <roll>6d6</roll>
    </item>
  <item>
      <name>Sword of the Paruns</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, once on each of your turns, you can use one of the following properties if you're holding the sword:
• Immediately after you use the Attack action to attack with the sword, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack.
• Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed.
• Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action.
Source: Guildmasters' Guide to Ravnica p. 181</text>
    </item>
  <item>
      <name>Voyager Staff</name>
    <detail>Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While you hold it, you gain a +1 bonus to spell attack rolls.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
Source: Guildmasters' Guide to Ravnica p. 181</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Guild Keyrune</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild's headquarters and outposts. At the DM's discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
Azorius Keyrune
Boros Keyrune
Dimir Keyrune
Golgari Keyrune
Gruul Keyrune
Izzet Keyrune
Orzhov Keyrune
Rakdos Keyrune
Selesnya Keyrune
Simic Keyrune
Source: Guildmasters' Guide to Ravnica p. 177</text>
    </item>
  <item>
      <name>Guild Signet</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild's recognition and favor.
Azorius Guild Signet
Boros Guild Signet
Dimir Guild Signet
Golgari Guild Signet
Gruul Guild Signet
Izzet Guild Signet
Orzhov Guild Signet
Rakdos Guild Signet
Selesnya Guild Signet
Simic Guild Signet
Source: Guildmasters' Guide to Ravnica p. 178</text>
    </item>
  <item>
      <name>Arcane Propulsion Arm</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property>T</property>
    <dmg1>1d8</dmg1>
    <dmgType>FC</dmgType>
    <range>20/60</range>
    <text>This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.
While attached, the prosthetic provides these benefits:
• The prosthetic is a fully capable part of your body.
• You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will.
• The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Source: Eberron: Rising from the Last War p. 276</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Belashyrra's Beholder Crown</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.
While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Spells: The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
The crown regains 1d6 + 3 expended charges daily at dawn.
Symbiotic Nature: The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
Source: Eberron: Rising from the Last War p. 276</text>
    <roll>1d6+3</roll>
    </item>
  <item>
      <name>Cleansing Stone</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.
Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Common Glamerweave</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Docent</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.
Sentience: A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see "Random Properties" below).
Life Support: Whenever you end your turn with 0 hit points, the docent can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties: A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
Skills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
Spells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
Personality: A docent is designed to advise and assist the warforged it's attached to. One of the simple functions of a docent is to serve as a translator. The docent's properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.
Source: Eberron: Rising from the Last War p. 276, Wayfinder's Guide to Eberron p. 120</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Dragon's Blood</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use; adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the PHB.
Source: Eberron: Rising from the Last War p. 244</text>
    </item>
  <item>
      <name>Dreamlily</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. First imported to help manage pain during the Last War, it's now the most commonly abused substance in Sharn. Though dreamlily isn't illegal if used for medicinal purposes, it's heavily taxed, and thus most dreamlily is smuggled in and sold on the black market. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily costs around 1 gp, or up to ten times that if purchased through legal channels. There are many varieties of the drug, however, and the duration or the price might vary accordingly.
Source: Eberron: Rising from the Last War p. 244</text>
    </item>
  <item>
      <name>Dyrrn's Tentacle Whip</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.
You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
Symbiotic Nature: The whip can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
Source: Eberron: Rising from the Last War p. 276</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Earworm</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.
Spells: The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature: The earworm can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
Source: Eberron: Rising from the Last War p. 277</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Everbright Lantern</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Feather Token</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Finder's Goggles</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
• When you make a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the check.
• As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Keycharm</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.
Source: Eberron: Rising from the Last War p. 277, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Kyrzin's Ooze</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant: While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition.
Amorphous: As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.
Acid Breath: As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.
Symbiotic Nature: The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr.
Source: Eberron: Rising from the Last War p. 278</text>
    <roll>8d8</roll>
    </item>
  <item>
      <name>Living Gloves</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These symbiotic gloves—made of thin chitin and sinew—pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
• Sleight of Hand
• Thieves' tools
• One kind of artisan's tools of your choice
• One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Symbiotic Nature: The gloves can't be removed from you while you're attuned to them, and you can't voluntarily end your attunement to them. If you're targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Prosthetic Limb</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.
Source: Eberron: Rising from the Last War p. 278, Explorer's Guide to Wildemount</text>
    </item>
  <item>
      <name>Scribe's Pen</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.
Any creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.
If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.
Source: Eberron: Rising from the Last War p. 278, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Shiftweave</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Speaking Stone</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis's network of message stations. Each station contains at least one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you're a gnome with the Mark of Scribing, you can touch the stone and use an action to cast the sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.
In a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
Source: Eberron: Rising from the Last War p. 279</text>
    </item>
  <item>
      <name>Spellshard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.
While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank "pages" in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.
A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to "scribe" a spell into the shard.
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Uncommon Glamerweave</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Glamerweave is clothing imbued with harmless illusory magic. While wearing these clothes, you can use a bonus action to create a moving illusory pattern within the cloth. Alternatively, you can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.
When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn.
Source: Eberron: Rising from the Last War p. 277</text>
    </item>
  <item>
      <name>Ventilating Lungs</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These metallic nodules were created in response to the poisonous gases used on the battlefields of the Last War. When you attune to these lungs, they replace the lungs in your chest, which disappear. The lungs allow you to breathe normally, even in an antimagic field, and their breathing function can't be suppressed by magic.
Outside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
As an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can't be used again until the next dawn.
If your attunement to the lungs ends, your original lungs reappear.
Source: Eberron: Rising from the Last War p. 279</text>
    </item>
  <item>
      <name>Wand Sheath</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A wand sheath clamps onto your arm and imparts the following benefits:
• The wand sheath can't be removed from you while you're attuned to it.
• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.
If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Source: Eberron: Rising from the Last War p. 279, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Wheel of Wind and Water</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>When mounted at the helm of an elemental galleon or airship, this wheel allows a creature that possesses the Mark of Storm to telepathically control the elemental bound inside the vessel.
If a wheel of wind and water is mounted on a mundane sailing ship, a creature with the Mark of Storm who is using the wheel can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Source: Eberron: Rising from the Last War p. 280, Wayfinder's Guide to Eberron p. 115</text>
    </item>
  <item>
      <name>Glamerweave</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Common Glamerweave
Uncommon Glamerweave
Source: Eberron: Rising from the Last War p. 277</text>
    </item>
  <item>
      <name>Imbued Wood Focus</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Imbued Wood (Fernian Ash)
Imbued Wood (Irian Rosewood)
Imbued Wood (Kythrian Manchineel)
Imbued Wood (Lamannian Oak)
Imbued Wood (Mabaran Ebony)
Imbued Wood (Risian Pine)
Imbued Wood (Shavarran Birch)
Imbued Wood (Xorian Wenge)
Source: Eberron: Rising from the Last War p. 277</text>
    </item>
  <item>
      <name>Orb of Shielding</name>
    <detail>Wondrous item, Spellcasting Focus</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>An arcane focus is a special item–an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item–designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Orb of Shielding (Fernian Basalt)
Orb of Shielding (Irian Quartz)
Orb of Shielding (Kythrian Skarn)
Orb of Shielding (Lamannian Flint)
Orb of Shielding (Mabaran Obsidian)
Orb of Shielding (Risian Shale)
Orb of Shielding (Shavarran Chert)
Orb of Shielding (Xorian Marble)
Source: Eberron: Rising from the Last War p. 278</text>
    </item>
  <item>
      <name>Amulet of the Drunkard</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>4d4+4</roll>
    </item>
  <item>
      <name>Arcane Cannon</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
The creature firing the cannon chooses the effect from the following options:
Acid Jet: The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
Fire Jet: The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Frost Shot: The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Lightning Shot: The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
Poison Spray: The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Explorer's Guide to Wildemount p. 265</text>
    <roll>4d10</roll>
    <roll>2d10</roll>
    <roll>6d10</roll>
    </item>
  <item>
      <name>Battering Shield</name>
    <detail>Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Black Sap</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>300.0</value>
    <property></property>
    <text>This tarry substance harvested from the dark boughs of the death's head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours.
For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses.
Source: Explorer's Guide to Wildemount p. 152</text>
    <roll>1d6</roll>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Blade of Broken Mirrors</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
Sentience: The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality: An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
Dormant: The dagger grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately after you make a ranged attack with this weapon, it returns to your hand.
• Whenever you kill a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, you can use an action to change your form to match any humanoid the blade remembers. Your statistics, other than your size, don't change. Any equipment you are wearing or carrying isn't transformed. You can revert to your true appearance as an action. You revert to your true appearance automatically when you die. When the Blade of Broken Mirrors attunes to a new wielder, the appearances of humanoids it has killed are wiped from its memory.
Awakened: When the dagger reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• While holding the weapon, you can use an action to cast one of the following spells from it (save DC 15): fabricate, hallucinatory terrain, major image, or phantasmal killer. Once a spell has been cast using the dagger, that spell can't be cast from the dagger again until the next dawn.
Exalted: When the dagger reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for spells cast from the dagger increases to 17.
• While holding the dagger, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until you stop holding the dagger, until you attack or cast a spell that forces a creature to make a saving throw, or until you use a bonus action to become visible again.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 275</text>
    </item>
  <item>
      <name>Blasting Powder</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Source: Explorer's Guide to Wildemount p. 225</text>
    <roll>3d6</roll>
    <roll>1d6</roll>
    <roll>10d6</roll>
    </item>
  <item>
      <name>Blight Ichor</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>200.0</value>
    <property></property>
    <text>This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour.
Source: Explorer's Guide to Wildemount p. 152</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Bloodaxe</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>7</weight>
    <value>30.0</value>
    <property>H,2H,M</property>
    <dmg1>1d12</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.
This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Breathing Bubble</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item's benefits only while wearing it over your head like a helmet.
The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
Source: Explorer's Guide to Wildemount p. 266</text>
    </item>
  <item>
      <name>Brooch of Living Essence</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this nondescript brooch, spells and anything else that would detect or reveal your creature type treat you as humanoid, and those that would reveal your alignment treat it as neutral.
Source: Explorer's Guide to Wildemount p. 266</text>
    </item>
  <item>
      <name>Butcher's Bib</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:
• Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total.
• Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.
Source: Explorer's Guide to Wildemount p. 266</text>
    </item>
  <item>
      <name>Coin of Delving</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
Source: Explorer's Guide to Wildemount p. 266</text>
    </item>
  <item>
      <name>Danoth's Visor</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.
Dormant: While wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
Awakened: When Danoth's Visor reaches an awakened state, it gains the following properties:
• You see invisible creatures and objects within 60 feet of you as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
• As a bonus action, you can speak a command word and use the goggles to see into and through solid matter. This vision has a radius of 60 feet and lasts for 1 minute. To you, solid objects within that radius appear transparent. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. This property can't be used again until the next dawn.
• As a bonus action, you can speak a command word to switch the goggles into spyglass mode. While in this mode, creatures and objects viewed through the goggles are magnified to twice their size. Speaking the command word again reverts the goggles to their normal operation.
Exalted: When Danoth's Visor reaches an exalted state, it gains the following properties:
• You automatically detect illusions you can see and automatically succeed on saving throws against them. In addition, you see a bright aura around any creature that isn't in its true form.
• As an action, you can cast the antimagic field spell from the visor. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Dispelling Stone</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends.
Source: Explorer's Guide to Wildemount p. 266</text>
    </item>
  <item>
      <name>Duskcrusher</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <value>15.0</value>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>This item takes the form of a leather-wrapped metal rod emblazoned with the symbol of Pelor, the Dawn Father. While grasping the rod, you can use a bonus action to cause a warhammer head of crackling radiance to spring into existence. The warhammer's radiant head emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. You can use an action to make the radiant head disappear.
While the radiant head is active, you gain a +2 bonus to attack and damage rolls made with this magic weapon, and attacks with the weapon deal radiant damage instead of bludgeoning damage. An undead creature hit by the weapon takes an extra 1d8 radiant damage.
While you are holding Duskcrusher and its radiant head is active, you can use an action to cast the sunbeam spell (save DC 15) from the weapon, and this action can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 266</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Dust of Deliciousness</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor. The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour. There is enough dust to flavor six servings.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Explosive Seed</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Source: Explorer's Guide to Wildemount p. 225</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Goggles of Object Reading</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.
In addition, you can cast the identify spell using the googles. Once you do so, you can't do so again until the next dawn.
Source: Explorer's Guide to Wildemount p. 267</text>
    </item>
  <item>
      <name>Grimoire Infinitus</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
Dormant: Most of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby's hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund's tiny hut, mass suggestion, mislead, misty step, Mordenkainen's faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
Awakened: When the Grimoire Infinitus reaches an awakened state, it gains the following properties:
• While you carry the spellbook, you have advantage on saving throws against spells and magical effects.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Exalted: When the Grimoire Infinitus reaches an exalted state, it gains the following properties:
• You can now use your Arcane Recovery feature twice between long rests, rather than once.
• When you prepare wizard spells using the grimoire as your spellbook, the number of spells you can prepare increases by 1 again.
Source: Explorer's Guide to Wildemount p. 271</text>
    </item>
  <item>
      <name>Grovelthrash</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V,M</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <text>Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
Sentience: Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
Personality: A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
Dormant: The warhammer grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures.
• While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.
Awakened: When the warhammer reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
• When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.
Exalted: When the warhammer reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit. You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
• As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): earthquake, meld into stone, or stone shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 275</text>
    <roll>2d6</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Hide of the Feral Guardian</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <value>45.0</value>
    <property></property>
    <ac>12</ac>
    <text>It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
Dormant: While wearing the armor in its dormant state, you gain the following benefits:
• The armor grants you a +1 bonus to AC.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
• As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
Awakened: When the armor reaches an awakened state, it gains the following properties:
• The AC bonus of the armor increases to +2.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
• When you cast the polymorph spell using this armor, you can transform into a cave bear.
Exalted: When the armor reaches an exalted state, it gains the following properties:
• The AC bonus of the armor increases to +3.
• While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
• When you cast the polymorph spell using this armor, you can transform into a guardian wolf.
Source: Explorer's Guide to Wildemount p. 271</text>
    </item>
  <item>
      <name>Hunter's Coat</name>
    <detail>Light Armor</detail>
    <type>LA</type>
    <weight>10</weight>
    <value>10.0</value>
    <property></property>
    <ac>11</ac>
    <text>You have a +1 bonus to AC while wearing this armor.
The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Source: Explorer's Guide to Wildemount p. 267</text>
    <roll>1d10</roll>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Infiltrator's Key</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
Dormant: The Infiltrator's Key grants the following benefits in its dormant state:
• The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.
• While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.
Awakened: When the Infiltrator's Key reaches an awakened state, it gains the following properties:
• While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.
• While holding the key, you can use an action to cast one of the following spells from it: alter self, invisibility, knock, or pass without trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Exalted: When the Infiltrator's Key reaches an exalted state, it gains the following properties:
• As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.
• While holding the key, you can use an action to cast one of the following spells from it: dimension door, gaseous form, or mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Source: Explorer's Guide to Wildemount p. 272</text>
    </item>
  <item>
      <name>Lash of Shadows</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,R,M</property>
    <dmg1>1d4</dmg1>
    <dmgType>S</dmgType>
    <text>This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads.
Sentience: The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
Personality: A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
Dormant: The whip grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Draconic.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice; once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:
• Dead Eyes.: A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.

• Serpent Venom.: A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.

Awakened: When the whip reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the weapon's poisons increases to 15.
• The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Exalted: When the whip reaches an exalted state, it gains the following additional properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the weapon's poisons increases to 17.
• The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 276</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Luxon Beacon</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This dodecahedron of faintly glowing crystal is heavier than it appears. A set of handles are affixed to its sides, and it pulsates and thrums when touched.
Fragment of Possibility: A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can't grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can't gain another Fragment of Possibility from any source.
When a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.
Soul Snare: If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Mace of the Black Crown</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.
Sentience: The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality: A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder's dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
Dormant: The mace grants the following benefits in its dormant state:
• You can speak, read, and write Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• While holding the mace, you can use a bonus action to speak its Infernal command word, causing flames to erupt from the head. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the mace is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you are no longer holding the mace.
• While holding the mace, you can use an action to summon an imp. Any devil you summon with this mace is friendly to you and your companions for the duration. The imp obeys any verbal commands that you issue to it and returns to the Nine Hells 10 minutes after you summoned it. This property can't be used again until the next dawn.
Awakened: When the mace reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon when it is ignited increases to 2d6.
• The weapon's Summon Devil feature can also be used to summon a bearded devil.
• You have resistance to poison damage while holding this weapon.
Exalted: When the mace reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3, and the extra fire damage dealt by the weapon when it is ignited increases to 3d6. Fire damage dealt by the mace ignores resistance to fire damage.
• The weapon's Summon Devil feature can also be used to summon a barbed devil.
• You have resistance to fire damage while you hold this weapon.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 276</text>
    <roll>1d6</roll>
    <roll>2d6</roll>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Moorbounder</name>
    <detail>Mount</detail>
    <type>G</type>
    <weight></weight>
    <value>400.0</value>
    <property></property>
    <text>Beasts of burden are common throughout Xhorhas, and often horses and other riding animals are the best or only option. For those who require speed and have a little more coin to spend, the best option is often a moorbounder. However, moorbounders that haven't undergone proper training or established bonds of trust with their masters tend to attack and even eat their riders.
Moorbounders can cost anywhere from 300 to 500 gp each. They're often cheaper and more abundant in towns on the wastes than in cities like Rosohna.
Source: Explorer's Guide to Wildemount p. 132</text>
    </item>
  <item>
      <name>Muroosa Balm</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour.
A dose of muroosa balm sufficient for treating sunburn costs 1 gp.
Source: Explorer's Guide to Wildemount p. 70</text>
    </item>
  <item>
      <name>Needle of Mending</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <value>2.0</value>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This weapon is a magic dagger disguised as a sewing needle. When you hold it and use a bonus action to speak its command word, it transforms into a dagger or back into a needle.
You gain a +1 bonus to attack and damage rolls made with the dagger. While holding it, you can use an action to cast the mending cantrip from it.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Nightfall Pearl</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Olisuba Leaf</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest.
Source: Explorer's Guide to Wildemount p. 70</text>
    </item>
  <item>
      <name>Orb of the Veil</name>
    <detail>Wondrous item, Cursed item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:
• Your Wisdom score increases by 2, as does your maximum for that score.
• You gain darkvision out to a range of 60 feet. If you already have darkvision, the orb increases its range by 60 feet.
• You have advantage on Wisdom checks to find hidden doors and paths.
Curse: The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Potion of Maximum Power</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.
This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Potion of Possibility</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Pride Silk</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>1</weight>
    <value>100.0</value>
    <property></property>
    <text>The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk.
Source: Explorer's Guide to Wildemount p. 103</text>
    </item>
  <item>
      <name>Pride Silk Outfit</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>4</weight>
    <value>500.0</value>
    <property></property>
    <text>An outfit made of pride silk weighs 4 pounds and costs 500 gp. If you aren't wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it.
Source: Explorer's Guide to Wildemount p. 103</text>
    </item>
  <item>
      <name>Reincarnation Dust</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains.
Source: Explorer's Guide to Wildemount p. 268</text>
    </item>
  <item>
      <name>Ring of Obscuring</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the fog cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).
Source: Explorer's Guide to Wildemount p. 269</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ring of Temporal Salvation</name>
    <detail></detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed.
Source: Explorer's Guide to Wildemount p. 269</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Rod of Retribution</name>
    <detail></detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
When a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod's charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
Source: Explorer's Guide to Wildemount p. 269</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Ruin's Wake</name>
    <detail>simple Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.
Sentience: Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
Personality: A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
Dormant: The spear grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal and Orc.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.
• As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.
Awakened: When the spear reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8.
• When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.
Exalted: When the spear reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.
• When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 277</text>
    <roll>1d8</roll>
    <roll>2d8</roll>
    <roll>8d6</roll>
    </item>
  <item>
      <name>Silken Spite</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.
Sentience: Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
Personality: A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
Dormant: The rapier grants the following benefits in its dormant state:
• You can speak, read, and write Abyssal, Elvish, and Undercommon.
• You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.
• While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
Awakened: The rapier grants the following benefits in its awakened state:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the weapon's poison increases to 15.
• While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): cloudkill, darkness, levitate, or web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.
Exalted: The rapier grants the following benefits in its exalted state:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.
• Magical darkness doesn't impede your darkvision.
• While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 277</text>
    </item>
  <item>
      <name>Skyship</name>
    <detail>Vehicle (air)</detail>
    <type>G</type>
    <weight></weight>
    <value>100000.0</value>
    <property></property>
    <text>Source: Explorer's Guide to Wildemount p. 72</text>
    </item>
  <item>
      <name>Soothsalts</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>150.0</value>
    <property></property>
    <text>Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours.
For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.
Source: Explorer's Guide to Wildemount p. 152</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Spell Bottle</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.
When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.
While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.
If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle.
Source: Explorer's Guide to Wildemount p. 269</text>
    </item>
  <item>
      <name>Staff of Dunamancy</name>
    <detail>Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.
While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune's favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges).
New Possibility: If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 270</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of the Ivory Claw</name>
    <detail>Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
Source: Explorer's Guide to Wildemount p. 270</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Stormgirdle</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle's clasps are made from dragon ivory.
Dormant: While wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn't already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:
• You have immunity to lightning damage and thunder damage.
• When you hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When you hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.
• As a bonus action, you can choose one creature you can see within 30 feet of you to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Once you use the girdle's Storm Avatar property, that property can't be used again until the next dawn.
Awakened: While wearing the Stormgirdle in its awakened state, you gain the following benefits:
• Your Strength score becomes 23 if it isn't already 23 or higher.
• Your Storm Avatar's lightning strike deals 4d6 lightning damage (instead of 3d6).
• While transformed into a Storm Avatar, you gain a flying speed of 30 feet and can hover.
Exalted: While wearing the Stormgirdle in its exalted state, you gain the following benefits:
• Your Strength score becomes 25 if it isn't already 25 or higher.
• Your Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 3d6).
• You can cast the control weather spell from the girdle. This property can't be used again until the next dawn.
Source: Explorer's Guide to Wildemount p. 273</text>
    <roll>3d6</roll>
    <roll>4d6</roll>
    <roll>5d6</roll>
    </item>
  <item>
      <name>The Bloody End</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
Sentience: The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
Personality: A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.
Dormant: The morningstar grants the following benefits in its dormant state:
• You can speak, read, and write Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): charm person, dominate person, or fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
• While holding the morningstar, you have advantage on Charisma (Intimidation) checks.
Awakened: When the morningstar reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for spells cast from the morningstar increases to 15.
• When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
• When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.
Exalted: When the morningstar reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• Add dominate monster to the list of spells that can be cast from the morningstar.
• The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
• When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 278</text>
    <roll>1d6</roll>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Theki Root</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>3.0</value>
    <property></property>
    <text>This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.
Source: Explorer's Guide to Wildemount p. 70</text>
    </item>
  <item>
      <name>Verminshroud</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
Dormant: While wearing the Verminshroud in its dormant state, you gain the following benefits:
• You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.
• As an action, you can use the Verminshroud to cast polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.
Awakened: While wearing the Verminshroud in its awakened state, you gain the following benefits:
• You have resistance to poison damage.
• You can use an action to cast the insect plague spell (save DC 15) from the Verminshroud, requiring no material components. This property can't be used again until the next dawn.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant wasp.
Exalted: While wearing the Verminshroud in its exalted state, you gain the following benefits:
• You gain a climbing speed equal to your walking speed.
• Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
• When you cast the polymorph spell using the Verminshroud, you can transform into a giant scorpion.
Source: Explorer's Guide to Wildemount p. 273</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Vox Seeker</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.
Source: Explorer's Guide to Wildemount p. 270</text>
    </item>
  <item>
      <name>Will of the Talon</name>
    <detail>martial Weapon, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>M</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <text>Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.
Sentience: Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
Personality: A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
Dormant: The war pick grants the following benefits in its dormant state:
• You can speak, read, and write Draconic and Infernal.
• You gain a +1 bonus to attack and damage rolls made with this magic weapon.
• As a bonus action while holding the war pick, you can cause the following effect: each creature of your choice that is within 30 feet of you and is aware of you must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. This property can't be used again until the next dawn.
• While holding the war pick, you can use your action to exhale destructive energy. Pick a damage type from the Will of the Talon Breath Weapons table. Each creature in the area of the exhalation must make a DC 13 saving throw, the type of which is specified in the table. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one.
When you use the war pick to unleash a breath weapon of a specific damage type, you can't choose that same damage type again until the next dawn.
Will of the Talon Breath Weapons
Damage Type | Area | Saving Throw
Acid | 5 ft. wide, 30 ft. long line | Dexterity
Cold | 15 ft. cone | Constitution
Fire | 15 ft. cone | Dexterity
Lightning | 5 ft. wide, 30 ft. long line | Dexterity
Poison | 15 ft. cone | Constitution
Awakened: When the war pick reaches an awakened state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +2.
• The saving throw DC for the war pick's Breath Weapon property increases to 15, and that property deals 4d6 damage on a failed save, or half as much damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 15.
• While carrying the weapon, you have resistance to acid, cold, fire, lightning, and poison damage.
Exalted: When the war pick reaches an exalted state, it gains the following properties:
• The weapon's bonus to attack and damage rolls increases to +3.
• The saving throw DC for the war pick's Breath Weapon property increases to 17, and that property deals 5d6 damage on a failed save, or half as much damage on a successful one.
• The saving throw DC for the war pick's Frightful Presence property increases to 17.
Betrayer Artifact Properties: The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See "Artifact Properties" in chapter 7 of the Dungeon Master's Guide for more information.
Source: Explorer's Guide to Wildemount p. 279</text>
    <roll>3d6</roll>
    <roll>4d6</roll>
    <roll>5d6</roll>
    </item>
  <item>
      <name>Willowshade Oil</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <value>30.0</value>
    <property></property>
    <text>A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature's next turn.
Source: Explorer's Guide to Wildemount p. 70</text>
    </item>
  <item>
      <name>Wreath of the Prism</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
Dormant: While wearing the wreath in its dormant state, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the wreath increases the range of your darkvision by 60 feet.
When you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target's neck or as a crown on its head (your choice) until it is no longer charmed by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by you.
Awakened: Once the Wreath of the Prism reaches an awakened state, it gains the following benefits:
• You can affect creatures of challenge rating 10 or lower with the wreath.
• The save DC of the wreath's spell increases to 15.
Exalted: Once the Wreath of the Prism reaches an exalted state, it gains the following benefits:
• You can affect creatures of challenge rating 15 or lower with the wreath.
• The save DC of the wreath's spell increases to 17.
Source: Explorer's Guide to Wildemount p. 274</text>
    </item>
  <item>
      <name>+1 Rod of the Pact Keeper</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>+1 Wand of the War Mage</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 212</text>
    </item>
  <item>
      <name>+2 Rod of the Pact Keeper</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>+2 Wand of the War Mage</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 212</text>
    </item>
  <item>
      <name>+3 Rod of the Pact Keeper</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>+3 Wand of the War Mage</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 212</text>
    </item>
  <item>
      <name>Airship</name>
    <detail>Vehicle (air)</detail>
    <type>G</type>
    <weight></weight>
    <value>20000.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Alchemy Jug</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>12</weight>
    <property></property>
    <text>This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid | Max Amount
Acid | 8 ounces
Basic poison | ½ ounce
Beer | 4 gallons
Honey | 1 gallon
Mayonnaise | 2 gallons
Oil | 1 quart
Vinegar | 2 gallons
Water, fresh | 8 gallons
Water, salt | 12 gallons
Wine | 1 gallon
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Alexandrite</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A transparent dark green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Amber</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent watery gold to rich gold gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Amethyst</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent deep purple gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Amulet of Health</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Amulet of Proof against Detection and Location</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Amulet of the Planes</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150</text>
    </item>
  <item>
      <name>Animated Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 151</text>
    </item>
  <item>
      <name>Apparatus of Kwalish</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>500</weight>
    <property></property>
    <text>This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The apparatus of Kwalish is a Large object with the following statistics:
• Armor Class:: 20
• Hit Points:: 200
• Speed:: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
• Damage Immunities:: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
Apparatus of Kwalish Levers:
Lever | Up | Down
1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2 | Forward window shutter opens. | Forward window shutter closes.
3 | Side window shutters open (two per side). | Side window shutters close (two per side).
4 | Two claws extend from the front sides of the apparatus. | The claws retract.
5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).
6 | The apparatus walks or swims forward. | The apparatus walks or swims backward.
7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right.
8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off.
9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid.
10 | The rear hatch unseals and opens. | The rear hatch closes and seals.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 151</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Aquamarine</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A transparent pale blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Armor of Invulnerability</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Armor of Vulnerability (Bludgeoning)</name>
    <detail>major, Cursed item, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While wearing this armor, you have resistance to bludgeoning damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Armor of Vulnerability (Piercing)</name>
    <detail>major, Cursed item, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While wearing this armor, you have resistance to piercing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Armor of Vulnerability (Slashing)</name>
    <detail>major, Cursed item, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While wearing this armor, you have resistance to slashing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Arrow-Catching Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Assassin's Blood</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>150.0</value>
    <property></property>
    <text>A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
Source: Dungeon Master's Guide p. 258</text>
    <roll>1d12</roll>
    </item>
  <item>
      <name>Axe of the Dwarvish Lords</name>
    <detail>Cursed item, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <range>20/60</range>
    <text>Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
Random Properties: The axe has the following randomly determined properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits:
• You have immunity to poison damage.
• The range of your darkvision increases by 60 feet.
• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.
Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Source: Dungeon Master's Guide p. 221</text>
    </item>
  <item>
      <name>Azurite</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque mottled deep blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Bag of Beans</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 | Effect
01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 | A treant sprouts. There's a 50 chance that the treant is chaotic evil and attacks.
21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 | 1d6 + 6 shrieker sprout.
51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 | A hungry bulette burrows up and attacks.
71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord lair, and its sarcophagus contains treasure of the DM's choice.
00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant castle, or a different plane of existence.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 152</text>
    <roll>3d4</roll>
    <roll>5d4</roll>
    <roll>5d6</roll>
    <roll>1d12</roll>
    <roll>1d6+6</roll>
    <roll>1d4+8</roll>
    <roll>1d10+20</roll>
    <roll>1d8</roll>
    <roll>1d4+3</roll>
    <roll>10d6</roll>
    </item>
  <item>
      <name>Bag of Devouring</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 153</text>
    </item>
  <item>
      <name>Bag of Holding</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>15</weight>
    <property></property>
    <text>This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 153</text>
    </item>
  <item>
      <name>Bag of Tricks, Gray</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 | Creature
1 | Weasel
2 | Giant rat
3 | Badger
4 | Boar
5 | Panther
6 | Giant badger
7 | Dire wolf
8 | Giant elk
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
    </item>
  <item>
      <name>Bag of Tricks, Rust</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 | Creature
1 | Rat
2 | Owl
3 | Mastiff
4 | Goat
5 | Giant goat
6 | Giant boar
7 | Lion
8 | Brown bear
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
    </item>
  <item>
      <name>Bag of Tricks, Tan</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 | Creature
1 | Jackal
2 | Ape
3 | Baboon
4 | Axe beak
5 | Black bear
6 | Giant weasel
7 | Giant hyena
8 | Tiger
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
    </item>
  <item>
      <name>Banded Agate</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>A translucent striped brown, blue, white, or red gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Bead of Force</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.0625</weight>
    <property></property>
    <text>This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 154</text>
    <roll>1d4+4</roll>
    <roll>5d4</roll>
    </item>
  <item>
      <name>Bejeweled ivory drinking horn with gold filigree</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Belt of Cloud Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Dwarvenkind</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Fire Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Frost Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Hill Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Stone Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Belt of Storm Giant Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Black Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Black Opal</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A translucent dark green with black mottling and golden flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Black Pearl</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>An opaque pure black gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Black Sapphire</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>5000.0</value>
    <property></property>
    <text>A translucent lustrous black with glowing highlights gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Black velvet mask stitched with silver thread</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Blackrazor</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>6</weight>
    <property>H,2H</property>
    <dmg1>2d6</dmg1>
    <dmgType>S</dmgType>
    <text>Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Source: Dungeon Master's Guide p. 216</text>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Bloodstone</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque dark gray with red flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Blue Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Blue Quartz</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>A transparent pale blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Blue Sapphire</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A transparent blue-white to medium blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Blue Spinel</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A transparent deep blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Book of Exalted Deeds</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
Random Properties: The Book of Exalted Deeds has the following random properties:
• 2 minor beneficial properties
• 2 major beneficial properties
Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.
Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage.
Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
Source: Dungeon Master's Guide p. 222</text>
    <roll>24d6</roll>
    <roll>1d100</roll>
    </item>
  <item>
      <name>Book of Vile Darkness</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.
Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.
Random Properties: The Book of Vile Darkness has the following random properties:
• 3 minor beneficial properties
• 1 major beneficial property
• 3 minor detrimental properties
• 2 major detrimental properties
Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.
Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.
Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.
Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later.
If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.
Source: Dungeon Master's Guide p. 222</text>
    <roll>1d12</roll>
    <roll>3d6</roll>
    <roll>1d100</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Boots of Elvenkind</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Boots of Levitation</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Boots of Speed</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Boots of Striding and Springing</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Boots of the Winterlands</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Bottle stopper cork embossed with gold leaf and set with amethysts</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Bowl of Commanding Water Elementals</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Box of turquoise animal figurines</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Bracers of Archery</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Bracers of Defense</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Brass Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Brass mug with jade inlay</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Brazier of Commanding Fire Elementals</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.
The brazier weighs 5 pounds.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Bronze crown</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Bronze Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Brooch of Shielding</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Broom of Flying</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
    </item>
  <item>
      <name>Burnt Othur Fumes</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Source: Dungeon Master's Guide p. 258</text>
    <roll>3d6</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Candle of Invocation</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.
d20 | Alignment
1-2 | Chaotic evil
3-4 | Chaotic neutral
5-7 | Chaotic good
8-9 | Neutral evil
10-11 | Neutral
12-13 | Neutral good
14-15 | Lawful evil
16-17 | Lawful neutral
18-20 | Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Cap of Water Breathing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Cape of the Mountebank</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Carnelian</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque orange to red-brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Carpet of Flying, 3 ft. × 5 ft.</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Carpet of Flying, 4 ft. × 6 ft.</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Carpet of Flying, 5 ft. × 7 ft.</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Carpet of Flying, 6 ft. × 9 ft.</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 6 ft. x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Carrion Crawler Mucus</name>
    <detail>major, Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>200.0</value>
    <property></property>
    <text>This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Carved bone statuette</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Carved harp of exotic wood with ivory inlay and zircon gems</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Carved ivory statuette</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Censer of Controlling Air Elementals</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Ceremonial electrum dagger with a black pearl in the pommel</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Chalcedony</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque white gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Chime of Opening</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Chrysoberyl</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent yellow-green to pale green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Chrysoprase</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A translucent green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Circlet of Blasting</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Citrine</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A transparent pale yellow-brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Cloak of Arachnida</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Cloak of Displacement</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Cloak of Elvenkind</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Cloak of Invisibility</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 158</text>
    </item>
  <item>
      <name>Cloak of Protection</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You gain a +1 bonus to AC and saving throws while you wear this cloak.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Cloak of the Bat</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Cloak of the Manta Ray</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Cloth-of-gold vestments</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Copper chalice with silver filigree</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Copper Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Coral</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>An opaque crimson gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Crystal Ball</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Crystal Ball of Mind Reading</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Crystal Ball of Telepathy</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Crystal Ball of True Seeing</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Cube of Force</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Cube of Force Faces
Face | Charges | Effect
1 | 1 | Gases, wind, and fog can't pass through the barrier.
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 | 3 | Living matter can't pass through the barrier.
4 | 4 | Spell effects can't pass through the barrier.
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 | 0 | The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item | Charges Lost
Disintegrate | 1d12
Horn of blasting | 1d10
Passwall | 1d6
Prismatic spray | 1d20
Wall of fire | 1d4
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 159</text>
    <roll>1d20</roll>
    <roll>1d12</roll>
    <roll>1d10</roll>
    <roll>1d6</roll>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Cubic Gate</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 160</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Daern's Instant Fortress</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 160</text>
    <roll>10d10</roll>
    </item>
  <item>
      <name>Dagger of Venom</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>1</weight>
    <property>F,L,T</property>
    <dmg1>1d4</dmg1>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 161</text>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Decanter of Endless Water</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 161</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Deck of Illusions</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
1d33 | Illusion
1 | adult red dragon
2 | Knight and four guard
3 | Succubus
4 | Druid
5 | Cloud giant
6 | Ettin
7 | Bugbear
8 | Goblin
9 | Beholder
10 | Archmage and mage apprentice
11 | Night hag
12 | Assassin
13 | Fire giant
14 | oni
15 | Gnoll
16 | Kobold
17 | Lich
18 | Priest and two acolyte
19 | Medusa
20 | Veteran
21 | Frost giant
22 | Troll
23 | Hobgoblin
24 | Goblin
25 | Iron golem
26 | Bandit captain and three bandit
27 | Erinyes
28 | Berserker
29 | Hill giant
30 | Ogre
31 | Orc
32 | Kobold
33-34 | You (the deck's owner)
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 161</text>
    <roll>1d20-1</roll>
    <roll>1d33</roll>
    </item>
  <item>
      <name>Deck of Many Things</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
A Question of Enmity: Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
1d22 | Card | Effect
1 | Vizier* | At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
2 | Sun | You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
3 | Moon | You are granted the ability to cast the wish spell 1d3 times.
4 | Star | Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
5 | Comet* | If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
6 | The Fates* | Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
7 | Throne | You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
8 | Key | A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
9 | Knight | You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
10 | Gem* | Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
11 | Talons* | Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
12 | The Void | This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
13 | Flames | A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
14 | Skull | You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
15 | Idiot* | Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
16 | Donjon* | You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
17 | Ruin | All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
18 | Euryale | The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
19 | Rogue | A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
20 | Balance* | Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
21 | Fool* | You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
22 | Jester | You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
* Found only in a deck with twenty-two cards
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 162</text>
    <roll>1d22</roll>
    <roll>1d3</roll>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Demon Armor</name>
    <detail>major, Cursed item, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8.
Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 165</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Diamond</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>5000.0</value>
    <property></property>
    <text>A transparent blue-white, canary, pink, brown, or blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Dimensional Shackles</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Driftglobe</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
    </item>
  <item>
      <name>Drow Poison</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>200.0</value>
    <property></property>
    <text>This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Dust of Disappearance</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Dust of Dryness</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
    <roll>1d6+4</roll>
    <roll>10d6</roll>
    </item>
  <item>
      <name>Dust of Sneezing and Choking</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
    </item>
  <item>
      <name>Dwarven Plate</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Dwarven Thrower</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T,V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
    <roll>1d8</roll>
    <roll>2d8</roll>
    </item>
  <item>
      <name>Efreeti Bottle</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the DM rolls to determine what happens.
d100 | Effect
01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Efreeti Chain</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>55</weight>
    <property></property>
    <ac>16</ac>
    <stealth>1</stealth>
    <strength>13</strength>
    <text>While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Elemental Gem, Blue Sapphire</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Elemental Gem, Emerald</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Elemental Gem, Red Corundum</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Elemental Gem, Yellow Diamond</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Elixir of Health</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Elven Chain</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>20</weight>
    <property></property>
    <ac>13</ac>
    <text>You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Embroidered glove set with jewel chips</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Embroidered silk and velvet mantle set with numerous moonstones</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Embroidered silk handkerchief</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Emerald</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A transparent deep bright green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Essence of Ether</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>300.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Eversmoking Bottle</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Eye Agate</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>A translucent circles of gray, white, brown, blue, or green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Eye of Vecna</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:
• 1 minor beneficial property
• 1 major beneficial property
• 1 minor detrimental property
Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits:
• You have truesight.
• You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
• The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.
Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:
• You are immune to disease and poison.
• Using the eye's X-ray vision never causes you to suffer exhaustion.
• You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
• If you start your turn with at least 1 hit point, you regain 1d10 hit points.
• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
• You can use an action to cast wish. This property can't be used again until 30 days have passed.
Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.
Source: Dungeon Master's Guide p. 224</text>
    <roll>1d4+4</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Eye patch with a mock eye set in blue sapphire and moonstone</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Eyes of Charming</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Eyes of Minute Seeing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Eyes of the Eagle</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Bronze Griffon</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
griffon.
This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Ebony Fly</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
giant fly.
This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Golden Lions</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
lion.
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Ivory Goats</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
riding horse.
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
• The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
• The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
• The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Marble Elephant</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
elephant.
This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Obsidian Steed</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
nightmare.
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Onyx Dog</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
mastiff.
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Serpentine Owl</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
giant owl.
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power, Silver Raven</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
raven.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Fine gold chain set with a fire opal</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Fire Opal</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A translucent fiery red gemstone worth.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Folding Boat</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>4</weight>
    <property></property>
    <text>This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 170</text>
    </item>
  <item>
      <name>Galley</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight></weight>
    <value>30000.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Garnet</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent red, brown-green, or violet gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Gauntlets of Ogre Power</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 171</text>
    </item>
  <item>
      <name>Gem of Brightness</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
• The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
• The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
• The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 171</text>
    </item>
  <item>
      <name>Gem of Seeing</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Glamoured Studded Leather</name>
    <detail>major, Light Armor</detail>
    <type>LA</type>
    <weight>13</weight>
    <property></property>
    <ac>12</ac>
    <text>While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
    </item>
  <item>
      <name>Gloves of Missile Snaring</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Gloves of Swimming and Climbing</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
    </item>
  <item>
      <name>Gloves of Thievery</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
    </item>
  <item>
      <name>Goggles of Night</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 172</text>
    </item>
  <item>
      <name>Gold bird cage with electrum filigree</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold circlet set with four aquamarines</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold cup set with emeralds</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold dragon comb set with red garnets as eyes</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Gold jewelry box with platinum filigree</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold locket with a painted portrait inside</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Gold music box</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Gold ring set with bloodstones</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Green Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Hammer of Thunderbolts</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>10</weight>
    <property>H,2H</property>
    <dmg1>2d6</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 173</text>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Hand of Vecna</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:
• 1 minor beneficial property
• 1 major beneficial property
• 1 minor detrimental property
Properties of the Hand: Your alignment changes to neutral evil, and you gain the following benefits:
• Your Strength score becomes 20, unless it is already 20 or higher.
• Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
• The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:
• You are immune to disease and poison.
• Using the eye's X-ray vision never causes you to suffer exhaustion.
• You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
• If you start your turn with at least 1 hit point, you regain 1d10 hit points.
• If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
• You can use an action to cast wish. This property can't be used again until 30 days have passed.
Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.
Source: Dungeon Master's Guide p. 224</text>
    <roll>2d8</roll>
    <roll>1d4+4</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Hat of Disguise</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 173</text>
    </item>
  <item>
      <name>Headband of Intellect</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 173</text>
    </item>
  <item>
      <name>Helm of Brilliance</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 173</text>
    <roll>1d10</roll>
    <roll>2d10</roll>
    <roll>3d10</roll>
    <roll>4d10</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Helm of Comprehending Languages</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 173</text>
    </item>
  <item>
      <name>Helm of Telepathy</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 174</text>
    </item>
  <item>
      <name>Helm of Teleportation</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 174</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Hematite</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque gray-black gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Heward's Handy Haversack</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 174</text>
    </item>
  <item>
      <name>Horn of Blasting</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 174</text>
    <roll>5d6</roll>
    <roll>10d6</roll>
    </item>
  <item>
      <name>Horn of Valhalla, Brass</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 175</text>
    <roll>3d4+3</roll>
    </item>
  <item>
      <name>Horn of Valhalla, Bronze</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A bronze horn summons 4d4 + 4 berserker. To use the bronze horn, you must be proficient with medium armor.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 175</text>
    <roll>4d4+4</roll>
    </item>
  <item>
      <name>Horn of Valhalla, Iron</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The iron horn summons 5d4 + 5 berserker. To use the iron horn, you must be proficient with all martial weapons.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 175</text>
    <roll>5d4+5</roll>
    </item>
  <item>
      <name>Horn of Valhalla, Silver</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4 + 2 berserker.
The berserker are friendly to you and your companions and follow your commands.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 175</text>
    <roll>2d4+2</roll>
    </item>
  <item>
      <name>Horseshoes of a Zephyr</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 175</text>
    </item>
  <item>
      <name>Horseshoes of Speed</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 175</text>
    </item>
  <item>
      <name>Immovable Rod</name>
    <detail>minor</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 175</text>
    </item>
  <item>
      <name>Instrument of the Bards, Anstruth Harp</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Canaith Mandolin</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only).
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Cli Lyre</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Doss Lute</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Fochlucan Bandore</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Mac-Fuirmidh Cittern</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Instrument of the Bards, Ollamh Harp</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
    <roll>2d4</roll>
    </item>
  <item>
      <name>Ioun Stone, Absorption</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Agility</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Awareness</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can't be surprised while this dark blue rhomboid orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Fortitude</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Greater Absorption</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Insight</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Intellect</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Leadership</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Mastery</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Protection</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Regeneration</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Reserve</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    <roll>1d4-1</roll>
    </item>
  <item>
      <name>Ioun Stone, Strength</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ioun Stone, Sustenance</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You don't need to eat or drink while this clear spindle orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Iron Bands of Bilarro</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 177</text>
    </item>
  <item>
      <name>Iron Flask</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.
d100 | Contents
01-50 | Empty
51 | Arcanaloth
52 | Cambion
53-54 | Dao
55-57 | Demon (type 1): barlgura, shadow demon, or vrock
58-60 | Demon (type 2): chasme or hezrou
61-62 | Demon (type 3): glabrezu or yochlol
63-64 | Demon (type 4): nalfeshnee
65 | Demon (type 5): marilith
66 | Demon (type 6): balor or goristro
67 | Deva
68-69 | Devil (greater): horned devil, erinyes, ice devil, or pit fiend
70-72 | Devil (lesser): imp, spined devil, bearded devil, barbed devil, chain devil, or bone devil
73-74 | Djinni
75-76 | Efreeti
77-78 | Elemental (any)
79 | Githyanki knight
80 | Githzerai zerth
81-82 | Invisible stalker
83-84 | Marid
85-86 | Mezzoloth
87-88 | Night hag
89-90 | Nycaloth
91 | Planetar
92-93 | Salamander
94-95 | Slaad (any)
96 | Solar
97-98 | succubus
99 | Ultroloth
00 | Xorn
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 178</text>
    </item>
  <item>
      <name>Jacinth</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>5000.0</value>
    <property></property>
    <text>A transparent fiery orange gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Jade</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A translucent light green, deep green, or white gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Jade game board with solid gold playing pieces</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Jasper</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque blue, black, or brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Javelin of Lightning</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <range>30/120</range>
    <text>This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 178</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Jet</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>An opaque deep black gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Jeweled anklet</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Jeweled gold crown</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Jeweled platinum ring</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Keelboat</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight></weight>
    <value>3000.0</value>
    <property></property>
    <text>Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Keoghtom's Ointment</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 179</text>
    <roll>1d4+1</roll>
    <roll>2d8+2</roll>
    </item>
  <item>
      <name>Lantern of Revealing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 179</text>
    </item>
  <item>
      <name>Lapis Lazuli</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque light and dark blue with yellow flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Large gold bracelet</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Large well-made tapestry</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Longship</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight></weight>
    <value>10000.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Mace of Disruption</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 179</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Mace of Smiting</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 179</text>
    </item>
  <item>
      <name>Mace of Terror</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 180</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Malachite</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque striated light and dark green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Malice</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Mantle of Spell Resistance</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>You have advantage on saving throws against spells while you wear this cloak.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 180</text>
    </item>
  <item>
      <name>Manual of Bodily Health</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
    </item>
  <item>
      <name>Manual of Clay Golems</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
    <roll>6d6</roll>
    </item>
  <item>
      <name>Manual of Flesh Golems</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
    <roll>6d6</roll>
    </item>
  <item>
      <name>Manual of Gainful Exercise</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
    </item>
  <item>
      <name>Manual of Iron Golems</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
    <roll>6d6</roll>
    </item>
  <item>
      <name>Manual of Quickness of Action</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Manual of Stone Golems</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
    <roll>6d6</roll>
    </item>
  <item>
      <name>Medallion of Thoughts</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 181</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Midnight Tears</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>1500.0</value>
    <property></property>
    <text>A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
    <roll>9d6</roll>
    </item>
  <item>
      <name>Mirror of Life Trapping</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>50</weight>
    <property></property>
    <text>When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.
An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.
In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 181</text>
    </item>
  <item>
      <name>Moonblade</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.
Moonblade Properties
d100 | Property
01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.
41-80 | The moonblade gains a randomly determined minor property (see "Special Features" DMG p143).
81-82 | The moonblade gains the finesse property.
83-84 | The moonblade gains the thrown property (range 20/60 feet).
85-86 | The moonblade functions as a defender.
87-90 | The moon blade scores a critical hit on a roll of 19 or 20.
91-92 | When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage.
93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.
97-98 | The moonblade functions as a ring of spell storing.
99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00 | The moonblade functions as a vorpal sword.
Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.
The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
Source: Dungeon Master's Guide p. 217</text>
    <roll>1d6+1</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Moonstone</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A translucent white with pale blue glow gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Moss Agate</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>A translucent pink or yellow-white with mossy gray or green markings gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Necklace of Adaptation</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 182</text>
    </item>
  <item>
      <name>Necklace of Fireballs</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 182</text>
    <roll>1d6+3</roll>
    </item>
  <item>
      <name>Necklace of Prayer Beads</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 | Bead of... | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure wounds (2nd level) or lesser restoration
13-16 | Favor | Greater restoration
17-18 | Smiting | Branding smite
19 | Summons | Planar ally
20 | Wind walking | Wind walk
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 182</text>
    <roll>1d4+2</roll>
    </item>
  <item>
      <name>Necklace string of small pink pearls</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Nolzur's Marvelous Pigments</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 183</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Oathbow</name>
    <detail>major, Ranged Weapon</detail>
    <type>R</type>
    <weight>2</weight>
    <property>A,H,2H</property>
    <dmg1>1d8</dmg1>
    <dmgType>P</dmgType>
    <range>150/600</range>
    <text>When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Obsidian</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque black gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Obsidian statuette with gold fittings and inlay</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Oil of Etherealness</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 183</text>
    </item>
  <item>
      <name>Oil of Sharpness</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Oil of Slipperiness</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Oil of Taggit</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>400.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Old masterpiece painting</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Onyx</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque black and white banded, or pure black or white gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Opal</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A translucent pale blue with green and golden mottling gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Orb of Dragonkind</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.
As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.
While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat name on Krynn), or something else the DM decides.
Random Properties: An Orb of Dragon kind has the following random properties:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges.
Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Source: Dungeon Master's Guide p. 225</text>
    <roll>1d4+3</roll>
    </item>
  <item>
      <name>Painted gold child's sarcophagus</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Painted gold war mask</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Pair of engraved bone dice</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Pale Tincture</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Source: Dungeon Master's Guide p. 258</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Pearl</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>An opaque lustrous white, yellow, or pink gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Pearl of Power</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Periapt of Health</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Periapt of Proof against Poison</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Periapt of Wound Closure</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Peridot</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A transparent rich olive green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Philter of Love</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 184</text>
    </item>
  <item>
      <name>Pipes of Haunting</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 185</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Pipes of the Sewers</name>
    <detail>Wondrous item, major, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rat with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 185</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Plate Armor of Etherealness</name>
    <detail>major, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 185</text>
    </item>
  <item>
      <name>Platinum bracelet set with a sapphire</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>2500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Portable Hole</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 185</text>
    </item>
  <item>
      <name>Potion of Acid Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to acid damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Animal Friendship</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Clairvoyance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Climbing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Cloud Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Cold Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to cold damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Diminution</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Potion of Fire Breath</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Potion of Fire Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Fire Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to fire damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Flying</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Force Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to force damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Frost Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Gaseous Form</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Greater Healing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
    <roll>4d4+4</roll>
    </item>
  <item>
      <name>Potion of Growth</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
    <roll>1d4</roll>
    </item>
  <item>
      <name>Potion of Healing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight>0.5</weight>
    <value>50.0</value>
    <property></property>
    <text>You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 187, Player's Handbook p. 153</text>
    <roll>2d4+2</roll>
    </item>
  <item>
      <name>Potion of Heroism</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Hill Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Invisibility</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Invulnerability</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Lightning Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to lightning damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Longevity</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
    <roll>1d6+6</roll>
    <roll>1d6+6</roll>
    </item>
  <item>
      <name>Potion of Mind Reading</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Necrotic Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Poison</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
    <roll>3d6</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Potion of Poison Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to poison damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Psychic Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to psychic damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Radiant Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to radiant damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Speed</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Stone Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Storm Giant Strength</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Superior Healing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
    <roll>8d4+8</roll>
    </item>
  <item>
      <name>Potion of Supreme Healing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table D, Magic Item Table E
Source: Dungeon Master's Guide p. 187</text>
    <roll>10d4+20</roll>
    </item>
  <item>
      <name>Potion of Thunder Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, you gain resistance to thunder damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Vitality</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Potion of Water Breathing</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Purple Worm Poison</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>2000.0</value>
    <property></property>
    <text>This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
    <roll>12d6</roll>
    </item>
  <item>
      <name>Quaal's Feather Token, Anchor</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token, Bird</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token, Fan</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token, Swan Boat</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token, Tree</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token, Whip</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Source: Dungeon Master's Guide p. 188</text>
    <roll>1d6+5</roll>
    </item>
  <item>
      <name>Quartz</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A transparent white, smoky gray, or yellow gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Quiver of Ehlonna</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>2</weight>
    <property></property>
    <text>Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrow, crossbow bolt, or similar objects. The midsize compartment holds up to eighteen javelin or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaff, or spear.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 189</text>
    </item>
  <item>
      <name>Red Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Rhodochrosite</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque light pink gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Ring of Acid Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to acid damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Air Elemental Command</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
• You have resistance to lightning damage.
• You have a flying speed equal to your walking speed and can hover.
• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Ring of Animal Influence</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 189</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ring of Cold Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to cold damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Djinni Summoning</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
    </item>
  <item>
      <name>Ring of Earth Elemental Command</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
• You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Ring of Evasion</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Ring of Feather Falling</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Fire Elemental Command</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
• You are immune to fire damage.
• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Ring of Fire Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to fire damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Force Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to force damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Free Action</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Invisibility</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Jumping</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Lightning Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to lightning damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Mind Shielding</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Necrotic Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to necrotic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Poison Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to poison damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Protection</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You gain a +1 bonus to AC and saving throws while wearing this ring.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
    </item>
  <item>
      <name>Ring of Psychic Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to psychic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Radiant Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to radiant damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Regeneration</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 191</text>
    <roll>1d6</roll>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Ring of Shooting Stars</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12)
Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 192</text>
    <roll>1d6</roll>
    <roll>2d4</roll>
    <roll>2d6</roll>
    <roll>5d4</roll>
    <roll>4d12</roll>
    </item>
  <item>
      <name>Ring of Spell Storing</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 192</text>
    <roll>1d6-1</roll>
    </item>
  <item>
      <name>Ring of Spell Turning</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of Swimming</name>
    <detail>minor</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have a swimming speed of 40 feet while wearing this ring.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of Telekinesis</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of the Ram</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
    <roll>1d3</roll>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Ring of Three Wishes</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of Thunder Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>You have resistance to thunder damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Ring of Warmth</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of Water Elemental Command</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
• You can breathe underwater and have a swimming speed equal to your walking speed.
• You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
    <roll>1d4+1</roll>
    </item>
  <item>
      <name>Ring of Water Walking</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Ring of X-ray Vision</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Robe of Eyes</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
• You have darkvision out to a range of 120 feet.
• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
    </item>
  <item>
      <name>Robe of Scintillating Colors</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 194</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Robe of Stars</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 194</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Robe of the Archmagi</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on saving throws against spell and other magical effects.
• Your spell save DC and spell attack bonus each increase by 2.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 194</text>
    </item>
  <item>
      <name>Robe of Useful Items</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
d100 | Patch
01-08 | Bag of 100 gp
09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 | 10 gems worth 100 gp each
31-44 | Wooden ladder (24 feet long)
45-51 | A riding horse with saddle bags
52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 | 4 potion of healing
69-75 | Rowboat (12 feet long)
76-83 | Spell scroll containing one spell of 1st to 3rd level
84-90 | 2 mastiff
91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00 | Portable ram
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 195</text>
    <roll>4d4</roll>
    </item>
  <item>
      <name>Rod of Absorption</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 195</text>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Rod of Alertness</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>This rod has a flanged head and the following properties.
Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 196</text>
    </item>
  <item>
      <name>Rod of Lordly Might</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 196</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Rod of Resurrection</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>Rod of Rulership</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>Rod of Security</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>Rope of Climbing</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>Rope of Entanglement</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
    </item>
  <item>
      <name>Rowboat</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight>100</weight>
    <value>50.0</value>
    <property></property>
    <text>Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Ruby</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>5000.0</value>
    <property></property>
    <text>A transparent clear red to deep crimson gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Saddle of the Cavalier</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Sailing Ship</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight></weight>
    <value>10000.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Sardonyx</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>An opaque bands of red and white gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Scarab of Protection</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scimitar of Speed</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,L</property>
    <dmg1>1d6</dmg1>
    <dmgType>S</dmgType>
    <text>You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Aberrations</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Beasts</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Celestials</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Elementals</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Fey</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Fiends</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Plants</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Scroll of Protection from Undead</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Sending Stones</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.
Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Sentinel Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Serpent Venom</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>200.0</value>
    <property></property>
    <text>This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Shield of Missile Attraction</name>
    <detail>major, Cursed item, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>Silk robe with gold embroidery</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Silver and gold brooch</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Silver chalice set with moonstones</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Silver Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Silver ewer</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Silver necklace with a gemstone pendant</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Silver-plated steel longsword with jet set in hilt</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Slippers of Spider Climbing</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>Small gold bracelet</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Small gold idol</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>750.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Small gold statuette set with rubies</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>7500.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 135</text>
    </item>
  <item>
      <name>Small mirror set in a painted wooden frame</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>25.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Sovereign Glue</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 200</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Spell Scroll (1st Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>Spell Scroll (2nd Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 201</text>
    </item>
  <item>
      <name>Spell Scroll (3rd Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 202</text>
    </item>
  <item>
      <name>Spell Scroll (4th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 14. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 203</text>
    </item>
  <item>
      <name>Spell Scroll (5th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 204</text>
    </item>
  <item>
      <name>Spell Scroll (6th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 16. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 205</text>
    </item>
  <item>
      <name>Spell Scroll (7th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 17. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Spell Scroll (8th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 18. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D, Magic Item Table E
Source: Dungeon Master's Guide p. 207</text>
    </item>
  <item>
      <name>Spell Scroll (9th Level)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 19. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 19 and an attack bonus of +11.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 208</text>
    </item>
  <item>
      <name>Spell Scroll (Cantrip)</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 10. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Spellguard Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 201</text>
    </item>
  <item>
      <name>Sphere of Annihilation</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.
d100 | Result
01-50 | The sphere is destroyed.
51-85 | The sphere moves through the portal or into the extradimensional space.
86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 201</text>
    <roll>4d10</roll>
    </item>
  <item>
      <name>Spinel</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent red, red-brown, or deep green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Staff of Charming</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 201</text>
    <roll>1d8+2</roll>
    </item>
  <item>
      <name>Staff of Fire</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 201</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Frost</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 202</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Healing</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 202</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Power</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Effect
10 ft. away or closer | 8 x the number of charges in the staff
11 to 20 ft. away | 6 x the number of charges in the staff
21 to 30 ft. away | 4 x the number of charges in the staff
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 202</text>
    <roll>2d8+4</roll>
    <roll>1d8+2</roll>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Staff of Striking</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 203</text>
    <roll>1d6</roll>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Swarming Insects</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 203</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of the Adder</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 203</text>
    <roll>1d6</roll>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Staff of the Magi</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Damage
10 ft. away or closer | 8 x the number of charges in the staff
11 to 20 ft. away | 6 x the number of charges in the staff
21 to 30 ft. away | 4 x the number of charges in the staff
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 203</text>
    <roll>4d6+2</roll>
    <roll>1d12+1</roll>
    </item>
  <item>
      <name>Staff of the Python</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 204</text>
    </item>
  <item>
      <name>Staff of the Woodlands</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 204</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Staff of Thunder and Lightning</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 204</text>
    <roll>2d6</roll>
    <roll>9d6</roll>
    </item>
  <item>
      <name>Staff of Withering</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
    <roll>1d3</roll>
    <roll>2d10</roll>
    </item>
  <item>
      <name>Star rose quartz</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A translucent rosy stone with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Star Ruby</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A translucent ruby with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Star Sapphire</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A translucent blue sapphire with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Stone of Controlling Earth Elementals</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
    </item>
  <item>
      <name>Stone of Good Luck</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 205</text>
    </item>
  <item>
      <name>Sun Blade</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>R</dmgType>
    <text>This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Sword of Answering (Answerer)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Answerer, the Chaotic Good sword, has an emerald set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Back Talker)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Back Talker, the Chaotic Evil sword, has jet set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Concluder)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Last Quip)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Rebutter)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Rebutter, the Neutral Good sword, has a topaz set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Replier)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Replier, the Neutral sword, has a peridot set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Retorter)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Retorter, the Lawful Good sword, has an aquamarine set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Scather)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Scather, the Lawful Evil sword, has a garnet set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Answering (Squelcher)</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Squelcher, the Neutral Evil sword, has a spinel set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Sword of Kas</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.
The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.
Random Properties: The Sword of Kas has the following random properties:
• 1 minor beneficial property
• 1 major beneficial property
• 1 minor detrimental property
• 1 major detrimental property
Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common
Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich works, and foiling his machinations all help to fulfill this goal.
The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.
Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
Source: Dungeon Master's Guide p. 226</text>
    <roll>2d10</roll>
    <roll>3d6</roll>
    </item>
  <item>
      <name>Talisman of Pure Good</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
    <roll>6d6</roll>
    <roll>8d6</roll>
    </item>
  <item>
      <name>Talisman of the Sphere</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
    </item>
  <item>
      <name>Talisman of Ultimate Evil</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>1</weight>
    <property></property>
    <text>This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
    <roll>6d6</roll>
    <roll>8d6</roll>
    </item>
  <item>
      <name>Tentacle Rod</name>
    <detail>major</detail>
    <type>RD</type>
    <weight>2</weight>
    <property></property>
    <text>Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 208</text>
    <roll>1d6</roll>
    </item>
  <item>
      <name>Tiger Eye</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>A translucent brown with golden center gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Tome of Clear Thought</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 208</text>
    </item>
  <item>
      <name>Tome of Leadership and Influence</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 208</text>
    </item>
  <item>
      <name>Tome of the Stilled Tongue</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 208</text>
    </item>
  <item>
      <name>Tome of Understanding</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 209</text>
    </item>
  <item>
      <name>Topaz</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>500.0</value>
    <property></property>
    <text>A transparent golden yellow gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Torpor</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>600.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Source: Dungeon Master's Guide p. 258</text>
    <roll>4d6</roll>
    </item>
  <item>
      <name>Tourmaline</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>100.0</value>
    <property></property>
    <text>A transparent pale green, blue, brown, or red gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Trident of Fish Command</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 209</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Truth Serum</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>150.0</value>
    <property></property>
    <text>A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
Source: Dungeon Master's Guide p. 258</text>
    </item>
  <item>
      <name>Turquoise</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>10.0</value>
    <property></property>
    <text>An opaque light blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Universal Solvent</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 209</text>
    </item>
  <item>
      <name>Wand of Binding</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Enemy Detection</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Fear</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Fireballs</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Lightning Bolts</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Magic Detection</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Wand of Magic Missiles</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Orcus</name>
    <detail></detail>
    <type>WD</type>
    <weight>4</weight>
    <property></property>
    <text>The ghastly Wand of Orcus rarely leaves Orcus side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties: The Wand of Orcus has the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
• 1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.
Protection: You gain a +3 bonus to Armor Class while holding the wand.
Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).
Call Undead: While you are holding the wand, you can use an action to conjure skeleton and zombie, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.
While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them.
Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality: The wand's purpose is to help satisfy Orcus desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus layer of the Abyss.
Source: Dungeon Master's Guide p. 227</text>
    <roll>10d6</roll>
    <roll>2d12</roll>
    <roll>1d4+3</roll>
    </item>
  <item>
      <name>Wand of Paralysis</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Polymorph</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Secrets</name>
    <detail>minor</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 211</text>
    <roll>1d3</roll>
    </item>
  <item>
      <name>Wand of Web</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 212</text>
    <roll>1d6+1</roll>
    </item>
  <item>
      <name>Wand of Wonder</name>
    <detail>major</detail>
    <type>WD</type>
    <weight>1</weight>
    <property></property>
    <text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
d100 | Effect
01-05 | You cast slow.
06-10 | You cast faerie fire.
11-15 | You are stunned until the start of your next turn, believing something awesome just happened.
16-20 | You cast gust of wind.
21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 | You cast stinking cloud.
31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 | You cast lightning bolt.
47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 | You cast darkness.
59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 | You cast fireball.
80-84 | You cast invisibility on yourself.
85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 | A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 212</text>
    <roll>1d6+1</roll>
    <roll>1d6</roll>
    <roll>1d4</roll>
    <roll>1d10</roll>
    </item>
  <item>
      <name>Warship</name>
    <detail>Vehicle (water)</detail>
    <type>G</type>
    <weight></weight>
    <value>25000.0</value>
    <property></property>
    <text>Source: Dungeon Master's Guide p. 119</text>
    </item>
  <item>
      <name>Wave</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Source: Dungeon Master's Guide p. 218</text>
    </item>
  <item>
      <name>Well of Many Worlds</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 213</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Whelm</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>T,V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>B</dmgType>
    <range>20/60</range>
    <text>Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Source: Dungeon Master's Guide p. 218</text>
    <roll>1d8</roll>
    <roll>2d8</roll>
    </item>
  <item>
      <name>White Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Wind Fan</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 chance of not working and tearing into useless, nonmagical tatters.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
    </item>
  <item>
      <name>Winged Boots</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 214</text>
    </item>
  <item>
      <name>Wings of Flying</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 214</text>
    <roll>1d12</roll>
    </item>
  <item>
      <name>Wyvern Poison</name>
    <detail>Adventuring Gear, Poison</detail>
    <type>G</type>
    <weight></weight>
    <value>1200.0</value>
    <property></property>
    <text>This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
    <roll>7d6</roll>
    </item>
  <item>
      <name>Yellow Sapphire</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>1000.0</value>
    <property></property>
    <text>A transparent fiery yellow or yellow-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Zircon</name>
    <detail></detail>
    <type>$</type>
    <weight></weight>
    <value>50.0</value>
    <property></property>
    <text>A transparent pale blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
    </item>
  <item>
      <name>Armor of Resistance</name>
    <detail>Generic Variant, major</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Armor of Acid Resistance
Armor of Cold Resistance
Armor of Fire Resistance
Armor of Force Resistance
Armor of Lightning Resistance
Armor of Necrotic Resistance
Armor of Poison Resistance
Armor of Psychic Resistance
Armor of Radiant Resistance
Armor of Thunder Resistance
Source: Dungeon Master's Guide p. 162</text>
    </item>
  <item>
      <name>Armor of Vulnerability</name>
    <detail>major, Cursed item, Heavy Armor</detail>
    <type>HA</type>
    <weight>65</weight>
    <property></property>
    <ac>18</ac>
    <stealth>1</stealth>
    <strength>15</strength>
    <text>The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Armor of Vulnerability (Bludgeoning)
Armor of Vulnerability (Piercing)
Armor of Vulnerability (Slashing)
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
    </item>
  <item>
      <name>Bag of Tricks</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>0.5</weight>
    <property></property>
    <text>Bag of Tricks, Gray
Bag of Tricks, Rust
Bag of Tricks, Tan
Source: Dungeon Master's Guide p. 154</text>
    </item>
  <item>
      <name>Belt of Giant Strength</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Belt of Cloud Giant Strength
Belt of Fire Giant Strength
Belt of Frost Giant Strength
Belt of Hill Giant Strength
Belt of Stone Giant Strength
Belt of Storm Giant Strength
Source: Dungeon Master's Guide p. 155</text>
    </item>
  <item>
      <name>Carpet of Flying</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Carpet of Flying, 3 ft. x 5 ft.
Carpet of Flying, 4 ft. x 6 ft.
Carpet of Flying, 5 ft. x 7 ft.
Carpet of Flying, 6 ft. x 9 ft.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 157</text>
    </item>
  <item>
      <name>Crystal Ball (Legendary Version)</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>3</weight>
    <property></property>
    <text>Crystal Ball of Mind Reading
Crystal Ball of Telepathy
Crystal Ball of True Seeing
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
    </item>
  <item>
      <name>Dragon Scale Mail</name>
    <detail>major, Medium Armor</detail>
    <type>MA</type>
    <weight>45</weight>
    <property></property>
    <ac>14</ac>
    <stealth>1</stealth>
    <text>The wearer has disadvantage on Stealth (Dexterity) checks.
Black Dragon Scale Mail
Blue Dragon Scale Mail
Brass Dragon Scale Mail
Bronze Dragon Scale Mail
Copper Dragon Scale Mail
Gold Dragon Scale Mail
Green Dragon Scale Mail
Red Dragon Scale Mail
Silver Dragon Scale Mail
White Dragon Scale Mail
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 165</text>
    </item>
  <item>
      <name>Elemental Gem</name>
    <detail>Wondrous item, minor</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Elemental Gem, Blue Sapphire
Elemental Gem, Emerald
Elemental Gem, Red Corundum
Elemental Gem, Yellow Diamond
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 167</text>
    </item>
  <item>
      <name>Figurine of Wondrous Power</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Figurine of Wondrous Power, Bronze Griffon
Figurine of Wondrous Power, Ebony Fly
Figurine of Wondrous Power, Golden Lions
Figurine of Wondrous Power, Ivory Goats
Figurine of Wondrous Power, Marble Elephant
Figurine of Wondrous Power, Obsidian Steed
Figurine of Wondrous Power, Onyx Dog
Figurine of Wondrous Power, Serpentine Owl
Figurine of Wondrous Power, Silver Raven
Source: Dungeon Master's Guide p. 169</text>
    </item>
  <item>
      <name>Horn of Valhalla</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Horn of Valhalla, Brass
Horn of Valhalla, Bronze
Horn of Valhalla, Iron
Horn of Valhalla, Silver
Source: Dungeon Master's Guide p. 175</text>
    </item>
  <item>
      <name>Instrument of the Bards</name>
    <detail>Wondrous item, Instrument</detail>
    <type>G</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Instrument of the Bards, Anstruth Harp
Instrument of the Bards, Canaith Mandolin
Instrument of the Bards, Cli Lyre
Instrument of the Bards, Doss Lute
Instrument of the Bards, Fochlucan Bandore
Instrument of the Bards, Mac-Fuirmidh Cittern
Instrument of the Bards, Ollamh Harp
Source: Dungeon Master's Guide p. 176</text>
    </item>
  <item>
      <name>Ioun Stone</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>Ioun Stone, Absorption
Ioun Stone, Agility
Ioun Stone, Awareness
Ioun Stone, Fortitude
Ioun Stone, Greater Absorption
Ioun Stone, Insight
Ioun Stone, Intellect
Ioun Stone, Leadership
Ioun Stone, Mastery
Ioun Stone, Protection
Ioun Stone, Regeneration
Ioun Stone, Reserve
Ioun Stone, Strength
Ioun Stone, Sustenance
Source: Dungeon Master's Guide p. 176</text>
    </item>
  <item>
      <name>Manual of Golems</name>
    <detail>Wondrous item, major</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>5</weight>
    <property></property>
    <text>Manual of Clay Golems
Manual of Flesh Golems
Manual of Iron Golems
Manual of Stone Golems
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
    </item>
  <item>
      <name>Potion of Giant Strength</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>Potion of Cloud Giant Strength
Potion of Fire Giant Strength
Potion of Frost Giant Strength
Potion of Hill Giant Strength
Potion of Stone Giant Strength
Potion of Storm Giant Strength
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Healing (*)</name>
    <detail></detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>* This item group has the same name and source as the item potion of healing.
Potion of Healing
Potion of Greater Healing
Potion of Superior Healing
Potion of Supreme Healing
Source: Dungeon Master's Guide p. 187</text>
    </item>
  <item>
      <name>Potion of Resistance</name>
    <detail>minor</detail>
    <type>P</type>
    <weight></weight>
    <property></property>
    <text>Potion of Acid Resistance
Potion of Cold Resistance
Potion of Fire Resistance
Potion of Force Resistance
Potion of Lightning Resistance
Potion of Necrotic Resistance
Potion of Poison Resistance
Potion of Psychic Resistance
Potion of Radiant Resistance
Potion of Thunder Resistance
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Quaal's Feather Token</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
d100 | Feather Token
01-20 | Quaal's Feather Token, Anchor
21-35 | Quaal's Feather Token, Bird
36-50 | Quaal's Feather Token, Fan
51-65 | Quaal's Feather Token, Swan Boat
66-90 | Quaal's Feather Token, Tree
91-100 | Quaal's Feather Token, Whip
Quaal's Feather Token, Anchor
Quaal's Feather Token, Bird
Quaal's Feather Token, Fan
Quaal's Feather Token, Swan Boat
Quaal's Feather Token, Tree
Quaal's Feather Token, Whip
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
    </item>
  <item>
      <name>Ring of Elemental Command</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>Ring of Air Elemental Command
Ring of Earth Elemental Command
Ring of Fire Elemental Command
Ring of Water Elemental Command
Source: Dungeon Master's Guide p. 190</text>
    </item>
  <item>
      <name>Ring of Resistance</name>
    <detail>major</detail>
    <type>RG</type>
    <weight></weight>
    <property></property>
    <text>Ring of Acid Resistance
Ring of Cold Resistance
Ring of Fire Resistance
Ring of Force Resistance
Ring of Lightning Resistance
Ring of Necrotic Resistance
Ring of Poison Resistance
Ring of Psychic Resistance
Ring of Radiant Resistance
Ring of Thunder Resistance
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 192</text>
    </item>
  <item>
      <name>Scroll of Protection</name>
    <detail>minor</detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Scroll of Protection from Aberrations
Scroll of Protection from Beasts
Scroll of Protection from Celestials
Scroll of Protection from Elementals
Scroll of Protection from Fey
Scroll of Protection from Fiends
Scroll of Protection from Plants
Scroll of Protection from Undead
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 199</text>
    </item>
  <item>
      <name>Spell Scroll</name>
    <detail></detail>
    <type>SC</type>
    <weight></weight>
    <property></property>
    <text>Spell Scroll (Cantrip)
Spell Scroll (1st Level)
Spell Scroll (2nd Level)
Spell Scroll (3rd Level)
Spell Scroll (4th Level)
Spell Scroll (5th Level)
Spell Scroll (6th Level)
Spell Scroll (7th Level)
Spell Scroll (8th Level)
Spell Scroll (9th Level)
Source: Dungeon Master's Guide p. 200</text>
    </item>
  <item>
      <name>Sword of Answering</name>
    <detail>major, Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>Sword of Answering (Answerer)
Sword of Answering (Back Talker)
Sword of Answering (Concluder)
Sword of Answering (Last Quip)
Sword of Answering (Rebutter)
Sword of Answering (Replier)
Sword of Answering (Retorter)
Sword of Answering (Scather)
Sword of Answering (Squelcher)
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 206</text>
    </item>
  <item>
      <name>Blood Spear</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>T,V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>P</dmgType>
    <range>20/60</range>
    <text>Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Source: Curse of Strahd p. 221</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Green Copper Ewer</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>Any poisonous liquid poured into the ewer is instantly transformed into an equal amount of sweet wine. Furthermore, a creature that grasps the ewer's handle can command the ewer to fill with 1 gallon of wine, and it can't produce more wine until the next dawn.
Source: Curse of Strahd p. 188</text>
    </item>
  <item>
      <name>Gulthias Staff</name>
    <detail>Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>Made from the branch of a Gulthias tree (see the twig blight entry of the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike: The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short term madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
Blight Bane: While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
Source: Curse of Strahd p. 221</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Holy Symbol of Ravenkind</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight></weight>
    <property></property>
    <text>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven—or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
Hold Vampires: As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of its turns to end the effect on itself.
Turn Undead: If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
Sunlight: As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Source: Curse of Strahd p. 222</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Icon of Ravenloft</name>
    <detail>Wondrous item</detail>
    <type>W</type>
    <magic>1</magic>
    <weight>10</weight>
    <property></property>
    <text>The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.
While within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
Augury: You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.
Bane of the Undead: You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
Cure Wounds: While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
Source: Curse of Strahd p. 222</text>
    <roll>3d8+3</roll>
    </item>
  <item>
      <name>Jakarion's Staff of Frost</name>
    <detail>major, Staff</detail>
    <type>ST</type>
    <weight>4</weight>
    <property>V</property>
    <dmg1>1d6</dmg1>
    <dmg2>1d8</dmg2>
    <dmgType>B</dmgType>
    <text>You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Imprinted on this staff is a fragment of a dead wizard's personality. The first character who touches the staff gains the following flaw: "I crave power above all else, and will do anything to obtain more of it." This flaw trumps any conflicting personality trait.
Found On: Magic Item Table H
Source: Curse of Strahd p. 187</text>
    <roll>1d6+4</roll>
    </item>
  <item>
      <name>Lost Sword</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>F,L</property>
    <dmg1>1d6</dmg1>
    <dmgType>P</dmgType>
    <text>The Lost Sword is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword's purpose is to fight evil. The sword has the following additional properties:
• The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
• A lawful good creature can attune itself to the sword in 1 minute.
• While attuned to the weapon, the sword's wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can't be used again until the next dawn.
Source: Curse of Strahd p. 81</text>
    </item>
  <item>
      <name>Monster Hunter's Pack</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>48.5</weight>
    <value>33.0</value>
    <property></property>
    <text>Includes:
• a chest
• a crowbar
• a hammer
• three wooden stakes
• a holy symbol
• a holy water (flask)
• a set of manacles
• a steel mirror
• a oil (flask)
• a tinderbox
• 3 torch
Source: Curse of Strahd p. 209</text>
    </item>
  <item>
      <name>Order of the Silver Dragon +2 Shield</name>
    <detail>major, Shield</detail>
    <type>S</type>
    <weight>6</weight>
    <property></property>
    <ac>2</ac>
    <text>While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
The shield is emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see Curse of Strahd, chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Source: Curse of Strahd p. 68</text>
    </item>
  <item>
      <name>Saint Markovia's Thighbone</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>4</weight>
    <property></property>
    <dmg1>1d6</dmg1>
    <dmgType>B</dmgType>
    <text>Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
As a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
Markovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
Suffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Mace of Disruption. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Source: Curse of Strahd p. 222</text>
    <roll>2d6</roll>
    </item>
  <item>
      <name>Statuette of Saint Markovia</name>
    <detail>Other</detail>
    <type>G</type>
    <weight></weight>
    <value>250.0</value>
    <property></property>
    <text>This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws.
Source: Curse of Strahd p. 152</text>
    </item>
  <item>
      <name>Sunsword</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>3</weight>
    <property>F,V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>R</dmgType>
    <text>The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
Sentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.
Personality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
Sun blade. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Source: Curse of Strahd p. 223</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Tome of Strahd</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight>5</weight>
    <property></property>
    <text>The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.
Source: Curse of Strahd p. 221</text>
    </item>
  <item>
      <name>Treebane</name>
    <detail>Melee Weapon</detail>
    <type>M</type>
    <weight>2</weight>
    <property>V</property>
    <dmg1>1d8</dmg1>
    <dmg2>1d10</dmg2>
    <dmgType>S</dmgType>
    <text>The axe's handle is carved with leaves and vines, and it weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical.
Source: Curse of Strahd p. 198</text>
    <roll>1d8</roll>
    </item>
  <item>
      <name>Trinket (Gothic)</name>
    <detail>Adventuring Gear</detail>
    <type>G</type>
    <weight></weight>
    <property></property>
    <text>When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.
Curse of Strahd. Character Options, Gothic Trinket Table
d100 | Trinket
01-02 | A picture you drew as a child of your imaginary friend
03-04 | A lock that opens when blood is dripped in its keyhole
05-06 | Clothes stolen from a scarecrow
07-08 | A spinning top carved with four faces: happy, sad, wrathful, and dead
09-10 | The necklace of a sibling who died on the day you were born
11-12 | A wig from someone executed by beheading
13-14 | The unopened letter to you from your dying father
15-16 | A pocket watch that runs backward for an hour every midnight
17-18 | A winter coat stolen from a dying soldier
19-20 | A bottle of invisible ink that can only be read at sunset
21-22 | A wineskin that refills when interred with a dead person for a night
23-24 | A set of silverware used by a king for his last meal
25-26 | A spyglass that always shows the world suffering a terrible storm
27-28 | A cameo with the profile's face scratched away
29-30 | A lantern with a black candle that never runs out and that burns with green flame
31-32 | A teacup from a child's tea set, stained with blood
33-34 | A little black book that records your dreams, and yours alone, when you sleep
35-36 | A necklace formed of the interlinked holy symbols of a dozen deities
37-38 | A hangman's noose that feels heavier than it should
39-40 | A birdcage into which small birds fly but once inside never eat or leave
41-42 | A lepidopterist's box filled dead moths with skulllike patterns on their wings
43-44 | A jar of pickled ghouls' tongues
45-46 | The wooden hand of a notorious pirate
47-48 | An urn with the ashes of a dead relative
49-50 | A hand mirror backed with a bronze depiction of a medusa
51-52 | Pallid leather gloves crafted with ivory fingernails
53-54 | Dice made from the knuckles of a notorious charlatan
55-56 | A ring of keys for forgotten locks
57-58 | Nails from the coffin of a murderer
59-60 | A key to the family crypt
61-62 | A bouquet of funerary flowers that always looks and smells fresh
63-64 | A switch used to discipline you as a child
65-66 | A music box that plays by itself whenever someone holding it dances
67-68 | A walking cane with an iron ferrule that strikes sparks on stone
69-70 | A flag from a ship lost at sea
71-72 | Porcelain doll's head that always seems to be looking at you
73-74 | A wolf's head wrought in silver that is also a whistle
75-76 | A small mirror that shows a much older version of the viewer
77-78 | Small, worn book of children's nursery rhymes
79-80 | A mummified raven claw
81-82 | A broken pendent of a silver dragon that's always cold to the touch
83-84 | A small locked box that quietly hums a lovely melody at night but you always forget it in the morning
85-86 | An inkwell that makes one a little nauseous when staring at it
87-88 | An old little doll made from a dark, dense wood and missing a hand and a foot
89-90 | A black executioner's hood
91-92 | A pouch made of flesh, with a sinew drawstring
93-94 | A tiny spool of black thread that never runs out
95-96 | A tiny clockwork figurine of a dancer that's missing a gear and doesn't work
97-98 | A black wooden pipe that creates puffs of smoke that look like skulls
99-00 | A vial of perfume, the scent of which only certain creatures can detect
Source: Curse of Strahd p. 2</text>
    </item>
  </compendium>
