-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathrpg_cards.json
899 lines (899 loc) · 785 KB
/
rpg_cards.json
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
[{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Chain Mail"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Plate Armor"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Ring Mail"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Splint Armor"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Acid Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Cold Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Fire Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Force Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Lightning Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Necrotic Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Poison Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Psychic Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Radiant Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail of Thunder Resistance"},
{"contents": ["property | Strength | 13", "property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Chain Mail"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Plate Armor"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Ring Mail"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Splint Armor"},
{"contents": ["property | Weight | 55", "property | Type | Heavy Armor", "property | AC | 16", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Chain Mail"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Plate Armor"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Ring Mail"},
{"contents": ["property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Splint Armor"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Acid Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Cold Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Fire Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Force Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Lightning Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Necrotic Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Poison Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Psychic Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Radiant Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor of Thunder Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Acid Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Cold Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Fire Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Force Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Lightning Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Necrotic Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Poison Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Psychic Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Radiant Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail of Thunder Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Acid Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Cold Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Fire Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Force Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Lightning Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Necrotic Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Poison Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Psychic Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Radiant Resistance"},
{"contents": ["property | Strength | 15", "property | Weight | 60", "property | Type | Heavy Armor", "property | AC | 17", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor of Thunder Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Acid Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Cold Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Fire Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Force Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Lightning Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Poison Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Psychic Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Radiant Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor of Thunder Resistance"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Leather Armor"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Padded Armor"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Studded Leather Armor"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Acid Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Cold Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Fire Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Force Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Lightning Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Poison Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Psychic Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Radiant Resistance"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor of Thunder Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Acid Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Cold Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Fire Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Force Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Lightning Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Poison Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Psychic Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Radiant Resistance"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor of Thunder Resistance"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | Requires Attunement", "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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Battleaxe of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d4", "property | Property | Light", "text | Requires Attunement", "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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Club of Warning"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dagger of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d8", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Flail of Warning"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Glaive of Warning"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greataxe of Warning"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d8", "property | Property | Two-handed", "text | Requires Attunement", "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.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatclub of Warning"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatsword of Warning"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Halberd of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Handaxe of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Javelin of Warning"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d12", "property | Property | Reach, Special", "text | Requires Attunement", "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.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Lance of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Light, Thrown", "property | DmgType | Bludgeoning", "text | Requires Attunement", "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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Hammer of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | Requires Attunement", "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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longsword of Warning"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d6", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Mace of Warning"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | DmgType | Bludgeoning", "property | Damage 2H: | 2d6", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Maul of Warning"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Morningstar of Warning"},
{"contents": ["property | Weight | 18", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Pike of Warning"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | DmgType | Bludgeoning", "property | Damage 2H: | 1d8", "text | Requires Attunement", "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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Quarterstaff of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "property | Property | Finesse", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Rapier of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Scimitar of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortsword of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d4", "property | Property | Light", "text | Requires Attunement", "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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sickle of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "text | Requires Attunement", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Spear of Warning"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "text | Requires Attunement", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Trident of Warning"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Battleaxe"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d4", "property | Property | Light", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Club"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Dagger"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Flail"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Glaive"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Greataxe"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d8", "property | Property | Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Greatclub"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Greatsword"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Halberd"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | DmgType | Slashing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Handaxe"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Javelin"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d12", "property | Property | Reach, Special", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Lance"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Light, Thrown", "property | DmgType | Bludgeoning", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Light Hammer"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Longsword"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d6", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Mace"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | DmgType | Bludgeoning", "property | Damage 2H: | 2d6", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Maul"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Morningstar"},
{"contents": ["property | Weight | 18", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Pike"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | DmgType | Bludgeoning", "property | Damage 2H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Quarterstaff"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "property | Property | Finesse", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Shortsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d4", "property | Property | Light", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Sickle"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Spear"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Trident"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious War Pick"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Bludgeoning", "property | Damage 2H: | 1d10", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Warhammer"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d4", "property | Property | Finesse, Reach", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 slashing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Whip"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 213"], "title": "War Pick of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Bludgeoning", "property | Damage 2H: | 1d10", "text | Requires Attunement", "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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Warhammer of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d4", "property | Property | Finesse, Reach", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Whip of Warning"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Breastplate"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Chain Shirt"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Half Plate Armor"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Black Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Blue Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Brass Dragon Scale Mail"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Acid Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Cold Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Fire Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Force Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Lightning Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Necrotic Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Poison Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Psychic Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Radiant Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate of Thunder Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Bronze Dragon Scale Mail"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Acid Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Cold Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Fire Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Force Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Lightning Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Necrotic Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Poison Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Psychic Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Radiant Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt of Thunder Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Copper Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Gold Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Green Dragon Scale Mail"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Acid Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Cold Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Fire Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Force Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Lightning Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Poison Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Psychic Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Radiant Resistance"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor of Thunder Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Acid Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Cold Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Fire Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Force Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Lightning Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Poison Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Psychic Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Radiant Resistance"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor of Thunder Resistance"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Breastplate"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Chain Shirt"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Half Plate Armor"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Hide Armor"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Scale Mail"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Breastplate"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Chain Shirt"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | AC | 15", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Half Plate Armor"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Red Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Acid Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Cold Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Fire Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Force Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Lightning Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Necrotic Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Poison Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Psychic Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Radiant Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail of Thunder Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Silver Dragon Scale Mail"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "White Dragon Scale Mail"},
{"contents": ["property | Weight | 1", "property | Type | Ranged weapon", "property | Range | 25/100", "property | Damage 1H: | 1", "property | Property | Ammunition, Loading", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Blowgun of Warning"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dart of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Light, Loading", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Hand Crossbow of Warning"},
{"contents": ["property | Weight | 18", "property | Type | Ranged weapon", "property | Range | 100/400", "property | Damage 1H: | 1d10", "property | Property | Ammunition, Heavy, Loading, Two-handed", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Heavy Crossbow of Warning"},
{"contents": ["property | Weight | 5", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Loading, Two-handed", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Crossbow of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longbow of Warning"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 5/15", "property | Damage 1H: | 0", "property | Property | Special, Thrown", "text | Requires Attunement", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Net of Warning"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Two-handed", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortbow of Warning"},
{"contents": ["property | Weight | 0", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d4", "property | Property | Ammunition", "property | DmgType | Bludgeoning", "text | Requires Attunement", "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.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sling of Warning"},
{"contents": ["property | Weight | 1", "property | Type | Ranged weapon", "property | Range | 25/100", "property | Damage 1H: | 1", "property | Property | Ammunition, Loading", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Blowgun"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Dart"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Light, Loading", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Hand Crossbow"},
{"contents": ["property | Weight | 18", "property | Type | Ranged weapon", "property | Range | 100/400", "property | Damage 1H: | 1d10", "property | Property | Ammunition, Heavy, Loading, Two-handed", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Heavy Crossbow"},
{"contents": ["property | Weight | 5", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Loading, Two-handed", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Light Crossbow"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Longbow"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Two-handed", "property | DmgType | Piercing", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 piercing damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Shortbow"},
{"contents": ["property | Weight | 0", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d4", "property | Property | Ammunition", "property | DmgType | Bludgeoning", "text | When you roll a 20 with this magic weapon, the target takes an extra 7 bludgeoning damage.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vicious Sling"},
{"contents": ["property | Weight | 0.05", "property | Type | Ammunition", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Arrows +1"},
{"contents": ["property | Weight | 0.05", "property | Type | Ammunition", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Arrows +2"},
{"contents": ["property | Weight | 0.05", "property | Type | Ammunition", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Arrows +3"},
{"contents": ["property | Weight | 0.02", "property | Type | Ammunition", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Blowgun Needles +1"},
{"contents": ["property | Weight | 0.02", "property | Type | Ammunition", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Blowgun Needles +2"},
{"contents": ["property | Weight | 0.02", "property | Type | Ammunition", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Blowgun Needles +3"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Crossbow Bolts +1"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Crossbow Bolts +2"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Crossbow Bolts +3"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Sling Bullets +1"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Sling Bullets +2"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Sling Bullets +3"},
{"contents": ["property | Weight | 55", "property | Type | Heavy Armor", "property | Bonus | Ac +1", "property | Strength | 13", "property | AC | 16", "property | Stealth | Disadvantage", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail +1"},
{"contents": ["property | Weight | 55", "property | Type | Heavy Armor", "property | Bonus | Ac +2", "property | Strength | 13", "property | AC | 16", "property | Stealth | Disadvantage", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail +2"},
{"contents": ["property | Weight | 55", "property | Type | Heavy Armor", "property | Bonus | Ac +3", "property | Strength | 13", "property | AC | 16", "property | Stealth | Disadvantage", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Mail +3"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | Bonus | Ac +1", "property | Strength | 15", "property | AC | 18", "property | Stealth | Disadvantage", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor +1"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | Bonus | Ac +2", "property | Strength | 15", "property | AC | 18", "property | Stealth | Disadvantage", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor +2"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | Bonus | Ac +3", "property | Strength | 15", "property | AC | 18", "property | Stealth | Disadvantage", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Plate Armor +3"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail +1"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail +2"},
{"contents": ["property | Weight | 40", "property | Type | Heavy Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Ring Mail +3"},
{"contents": ["property | Weight | 60", "property | Type | Heavy Armor", "property | Bonus | Ac +1", "property | Strength | 15", "property | AC | 17", "property | Stealth | Disadvantage", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor +1"},
{"contents": ["property | Weight | 60", "property | Type | Heavy Armor", "property | Bonus | Ac +2", "property | Strength | 15", "property | AC | 17", "property | Stealth | Disadvantage", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor +2"},
{"contents": ["property | Weight | 60", "property | Type | Heavy Armor", "property | Bonus | Ac +3", "property | Strength | 15", "property | AC | 17", "property | Stealth | Disadvantage", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Splint Armor +3"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor +1"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor +2"},
{"contents": ["property | Weight | 10", "property | Type | Light Armor", "property | AC | 11", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Leather Armor +3"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor +1"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor +2"},
{"contents": ["property | Weight | 8", "property | Type | Light Armor", "property | Stealth | Disadvantage", "property | AC | 11", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Padded Armor +3"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor +1"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor +2"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 12", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Studded Leather Armor +3"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Battleaxe +1"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Battleaxe +2"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Battleaxe +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Club +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Club +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Club +3"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dagger +1"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dagger +2"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dagger +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d8", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Flail +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 1H: | 1d8", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Flail +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 1H: | 1d8", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Flail +3"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Glaive +1"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Glaive +2"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Glaive +3"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greataxe +1"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greataxe +2"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greataxe +3"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatclub +1"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatclub +2"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatclub +3"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatsword +1"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatsword +2"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Greatsword +3"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Halberd +1"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Halberd +2"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Halberd +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Handaxe +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Handaxe +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Handaxe +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Javelin +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Javelin +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Javelin +3"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Reach, Special", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Lance +1"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Reach, Special", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Lance +2"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Reach, Special", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Lance +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Hammer +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Hammer +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Hammer +3"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longsword +1"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longsword +2"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longsword +3"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d6", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Mace +1"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 1H: | 1d6", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Mace +2"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 1H: | 1d6", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Mace +3"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Maul +1"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Maul +2"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Maul +3"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d8", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Morningstar +1"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 1H: | 1d8", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Morningstar +2"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 1H: | 1d8", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Morningstar +3"},
{"contents": ["property | Weight | 18", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Pike +1"},
{"contents": ["property | Weight | 18", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Pike +2"},
{"contents": ["property | Weight | 18", "property | Type | Melee weapon", "property | Damage 1H: | 1d10", "property | Property | Heavy, Reach, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Pike +3"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d8", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Quarterstaff +1"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d8", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Quarterstaff +2"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d8", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Quarterstaff +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Rapier +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Rapier +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Rapier +3"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Scimitar +1"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Scimitar +2"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Scimitar +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortsword +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortsword +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortsword +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sickle +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sickle +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sickle +3"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Spear +1"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Spear +2"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Spear +3"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Trident +1"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Trident +2"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +3", "property | Bonus | Weapon damage +3", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Trident +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d8", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "War Pick +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 1H: | 1d8", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "War Pick +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 1H: | 1d8", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Source: Dungeon Master's Guide, page 213"], "title": "War Pick +3"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Warhammer +1"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Warhammer +2"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Warhammer +3"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Finesse, Reach", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Whip +1"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Finesse, Reach", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Whip +2"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d4", "property | Property | Finesse, Reach", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Reach: This weapon adds 5 feet to your reach when you attack with it.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Whip +3"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate +1"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate +2"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 14", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Breastplate +3"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt +1"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt +2"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Chain Shirt +3"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor +1"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor +2"},
{"contents": ["property | Weight | 40", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 15", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Half Plate Armor +3"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor +1"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor +2"},
{"contents": ["property | Weight | 12", "property | Type | Medium Armor", "property | AC | 12", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Hide Armor +3"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail +1"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail +2"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Scale Mail +3"},
{"contents": ["property | Weight | 1", "property | Type | Ranged weapon", "property | Range | 25/100", "property | Damage 1H: | 1", "property | Property | Ammunition, Loading", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 152"], "title": "Blowgun +1"},
{"contents": ["property | Weight | 1", "property | Type | Ranged weapon", "property | Range | 25/100", "property | Damage 1H: | 1", "property | Property | Ammunition, Loading", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 152"], "title": "Blowgun +2"},
{"contents": ["property | Weight | 1", "property | Type | Ranged weapon", "property | Range | 25/100", "property | Damage 1H: | 1", "property | Property | Ammunition, Loading", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 152"], "title": "Blowgun +3"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dart +1"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dart +2"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Dart +3"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Light, Loading", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Hand Crossbow +1"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Light, Loading", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Hand Crossbow +2"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Light, Loading", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Hand Crossbow +3"},
{"contents": ["property | Weight | 18", "property | Type | Ranged weapon", "property | Range | 100/400", "property | Damage 1H: | 1d10", "property | Property | Ammunition, Heavy, Loading, Two-handed", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Heavy Crossbow +1"},
{"contents": ["property | Weight | 18", "property | Type | Ranged weapon", "property | Range | 100/400", "property | Damage 1H: | 1d10", "property | Property | Ammunition, Heavy, Loading, Two-handed", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Heavy Crossbow +2"},
{"contents": ["property | Weight | 18", "property | Type | Ranged weapon", "property | Range | 100/400", "property | Damage 1H: | 1d10", "property | Property | Ammunition, Heavy, Loading, Two-handed", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Heavy Crossbow +3"},
{"contents": ["property | Weight | 5", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Loading, Two-handed", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Crossbow +1"},
{"contents": ["property | Weight | 5", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Loading, Two-handed", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Crossbow +2"},
{"contents": ["property | Weight | 5", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Loading, Two-handed", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Loading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Light Crossbow +3"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longbow +1"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longbow +2"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Longbow +3"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 5/15", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | Damage 1H: | 0", "property | Property | Special, Thrown", "text | You have a +1 bonus to attack rolls made with this weapon.", "text | NOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Net +1"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 5/15", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | Damage 1H: | 0", "property | Property | Special, Thrown", "text | You have a +2 bonus to attack rolls made with this weapon.", "text | NOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Net +2"},
{"contents": ["property | Weight | 3", "property | Type | Ranged weapon", "property | Range | 5/15", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | Damage 1H: | 0", "property | Property | Special, Thrown", "text | You have a +3 bonus to attack rolls made with this weapon.", "text | NOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Net +3"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Two-handed", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Piercing", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortbow +1"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Two-handed", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Piercing", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortbow +2"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 80/320", "property | Damage 1H: | 1d6", "property | Property | Ammunition, Two-handed", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Piercing", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Shortbow +3"},
{"contents": ["property | Weight | 0", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d4", "property | Property | Ammunition", "property | Bonus | Ranged attacks +1", "property | Bonus | Ranged damage +1", "property | DmgType | Bludgeoning", "text | You have a +1 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sling +1"},
{"contents": ["property | Weight | 0", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d4", "property | Property | Ammunition", "property | Bonus | Ranged attacks +2", "property | Bonus | Ranged damage +2", "property | DmgType | Bludgeoning", "text | You have a +2 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sling +2"},
{"contents": ["property | Weight | 0", "property | Type | Ranged weapon", "property | Range | 30/120", "property | Damage 1H: | 1d4", "property | Property | Ammunition", "property | Bonus | Ranged attacks +3", "property | Bonus | Ranged damage +3", "property | DmgType | Bludgeoning", "text | You have a +3 bonus to attack and damage rolls made with this weapon.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Dungeon Master's Guide, page 213"], "title": "Sling +3"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "property | Bonus | Ac +1", "text | While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Shield +1"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "property | Bonus | Ac +2", "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.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Shield +2"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "property | Bonus | Ac +3", "text | While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Shield +3"},
{"contents": ["property | Weight | 0.05", "property | Type | Ammunition", "property | Roll | 6d10", "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.", "text | Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Arrow of Slaying"},
{"contents": ["property | Weight | 0.02", "property | Type | Ammunition", "property | Roll | 6d10", "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 needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the 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.", "text | Once a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Blowgun Needle of Slaying"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Roll | 6d10", "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 bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the 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.", "text | Once a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Crossbow Bolt of Slaying"},
{"contents": ["property | Weight | 0.075", "property | Type | Ammunition", "property | Roll | 6d10", "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 bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the 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.", "text | Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Sling Bullet of Slaying"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Armor of Invulnerability"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | While wearing this armor, you have resistance to bludgeoning damage.", "text | 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.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Armor of Vulnerability (Bludgeoning)"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | While wearing this armor, you have resistance to piercing damage.", "text | 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.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Armor of Vulnerability (Piercing)"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "text | While wearing this armor, you have resistance to slashing damage.", "text | 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.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Armor of Vulnerability (Slashing)"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | Bonus | Ac +1", "property | Strength | 15", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "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 rolls and damage rolls and a damage die of 1d8.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Demon Armor"},
{"contents": ["property | Weight | 65", "property | Type | Heavy Armor", "property | Bonus | Ac +2", "property | Strength | 15", "property | AC | 18", "property | Stealth | Disadvantage", "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.", "text | Source: Dungeon Master's Guide, page 167"], "title": "Dwarven Plate"},
{"contents": ["property | Weight | 55", "property | Type | Heavy Armor", "property | Bonus | Ac +3", "property | Strength | 13", "property | AC | 16", "property | Stealth | Disadvantage", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 167"], "title": "Efreeti Chain"},
{"contents": ["property | Strength | 15", "property | Weight | 65", "property | Type | Heavy Armor", "property | AC | 18", "property | Stealth | Disadvantage", "text | Requires Attunement", "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 last 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.", "text | Source: Dungeon Master's Guide, page 185"], "title": "Plate Armor of Etherealness"},
{"contents": ["property | Weight | 13", "property | Type | Light Armor", "property | AC | 13", "property | Bonus | Ac +1", "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 last until you use this property again or remove the armor.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Glamoured Studded Leather"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Berserker Battleaxe"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Berserker Greataxe"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Berserker Handaxe"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Piercing", "property | Roll | 2d10", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dagger of Venom"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dancing Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dancing Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "property | Property | Finesse", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dancing Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dancing Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Dancing Shortsword"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 164"], "title": "Defender Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 164"], "title": "Defender Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 164"], "title": "Defender Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 164"], "title": "Defender Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 164"], "title": "Defender Shortsword"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "property | Roll | 3d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dragon Slayer Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 3d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dragon Slayer Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "property | Roll | 3d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dragon Slayer Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "property | Roll | 3d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dragon Slayer Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "property | Roll | 3d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dragon Slayer Shortsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d8", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Bludgeoning", "property | Roll | ['1d8', '2d8']", "text | Requires Attunement by a Dwarf", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 167"], "title": "Dwarven Thrower"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | DmgType | Slashing", "property | Roll | 2d6", "text | Requires Attunement", "text | You can use a bonus action to speak this magic sword' 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Flame Tongue Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "property | Roll | 2d6", "text | Requires Attunement", "text | You can use a bonus action to speak this magic sword' 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Flame Tongue Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | DmgType | Piercing", "property | Roll | 2d6", "text | Requires Attunement", "text | You can use a bonus action to speak this magic sword' 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Flame Tongue Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Slashing", "property | Roll | 2d6", "text | Requires Attunement", "text | You can use a bonus action to speak this magic sword' 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Flame Tongue Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Piercing", "property | Roll | 2d6", "text | Requires Attunement", "text | You can use a bonus action to speak this magic sword' 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Flame Tongue Shortsword"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | DmgType | Slashing", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Frost Brand Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Frost Brand Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | DmgType | Piercing", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Frost Brand Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Slashing", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Frost Brand Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Piercing", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Frost Brand Shortsword"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Battleaxe"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Greataxe"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Greatsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Handaxe"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Piercing", "property | Roll | 2d6", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Giant Slayer Shortsword"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "text | Requires Attunement", "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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Greatsword of Life Stealing"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "text | Requires Attunement", "text | When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Greatsword of Sharpness"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Greatsword of Vengeance"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | DmgType | Slashing", "property | Roll | 1d4", "text | Requires Attunement", "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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Greatsword of Wounding"},
{"contents": ["property | Weight | 10", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 2d6", "property | DmgType | Bludgeoning", "property | Roll | 1d4+1", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | Giant's Bane (Requires Attunement):", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 173"], "title": "Hammer of Thunderbolts"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "property | Roll | 2d10", "text | Requires Attunement by a Paladin", "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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Holy Avenger Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 2d10", "text | Requires Attunement by a Paladin", "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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Holy Avenger Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "property | Roll | 2d10", "text | Requires Attunement by a Paladin", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Holy Avenger Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "property | Roll | 2d10", "text | Requires Attunement by a Paladin", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Holy Avenger Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Piercing", "property | Roll | 2d10", "text | Requires Attunement by a Paladin", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Holy Avenger Shortsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 30/120", "property | Damage 1H: | 1d6", "property | Property | Thrown", "property | DmgType | Piercing", "property | Roll | 4d6", "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.", "text | 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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Dungeon Master's Guide, page 178"], "title": "Javelin of Lightning"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | Requires Attunement", "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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Longsword of Life Stealing"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | Requires Attunement", "text | When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", "text | 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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Longsword of Sharpness"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | 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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Longsword of Vengeance"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "property | Roll | 1d4", "text | Requires Attunement", "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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Longsword of Wounding"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Bonus | Saving throws +1", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Luck Blade Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Bonus | Saving throws +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Luck Blade Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Bonus | Saving throws +1", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Luck Blade Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Bonus | Saving throws +1", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Luck Blade Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Bonus | Saving throws +1", "property | DmgType | Piercing", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Luck Blade Shortsword"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d6", "property | Roll | 2d6", "text | Requires Attunement", "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.", "text | While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Mace of Disruption"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d6", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Mace of Smiting"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d6", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | The mace regains 1d3 expended charges daily at dawn.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Mace of Terror"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nine Lives Stealer Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nine Lives Stealer Longsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nine Lives Stealer Rapier"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nine Lives Stealer Scimitar"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nine Lives Stealer Shortsword"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d8", "property | Property | Finesse", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Rapier of Life Stealing"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Rapier of Vengeance"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse", "property | DmgType | Piercing", "property | Roll | 1d4", "text | Requires Attunement", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Rapier of Wounding"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Scimitar of Life Stealing"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | DmgType | Slashing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "text | When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Scimitar of Sharpness"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scimitar of Speed"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Slashing", "text | Requires Attunement", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Scimitar of Vengeance"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Slashing", "property | Roll | 1d4", "text | Requires Attunement", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Scimitar of Wounding"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | DmgType | Piercing", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "text | Requires Attunement", "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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Shortsword of Life Stealing"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | DmgType | Piercing", "text | Requires Attunement", "text | You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "text | 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.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Shortsword of Vengeance"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | DmgType | Piercing", "property | Roll | 1d4", "text | Requires Attunement", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Shortsword of Wounding"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse, Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 1d8", "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 shortswords or longswords, you are proficient with the sun blade.", "text | 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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 205"], "title": "Sun Blade"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Chaotic Good Creature)", "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.", "text | Answerer, the Chaotic Good sword, has an emerald set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Answerer)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Chaotic Evil Creature)", "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.", "text | Back Talker, the Chaotic Evil sword, has jet set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Back Talker)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Lawful Neutral Creature)", "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.", "text | Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Concluder)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Chaotic Neutral Creature)", "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.", "text | Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Last Quip)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Neutral Good Creature)", "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.", "text | Rebutter, the Neutral Good sword, has a topaz set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Rebutter)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Neutral Creature)", "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.", "text | Replier, the Neutral sword, has a peridot set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Replier)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Lawful Good Creature)", "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.", "text | Retorter, the Lawful Good sword, has an aquamarine set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Retorter)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Lawful Evil Creature)", "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.", "text | Scather, the Lawful Evil sword, has a garnet set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Scather)"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires Attunement by a Neutral Evil Creature)", "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.", "text | Squelcher, the Neutral Evil sword, has a spinel set in its pommel.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Sword of Answering (Squelcher)"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "property | Roll | 1d3", "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.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Trident of Fish Command"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "property | Roll | 6d8", "text | Requires Attunement", "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.", "text | 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.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vorpal Greatsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 6d8", "text | Requires Attunement", "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.", "text | 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.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vorpal Longsword"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d6", "property | Property | Finesse, Light", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "property | Roll | 6d8", "text | Requires Attunement", "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.", "text | 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.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Vorpal Scimitar"},
{"contents": ["property | Weight | 20", "property | Type | Medium Armor", "property | AC | 13", "property | Bonus | Ac +1", "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.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Elven Chain"},
{"contents": ["property | Weight | 2", "property | Type | Ranged weapon", "property | Range | 150/600", "property | Damage 1H: | 1d8", "property | Property | Ammunition, Heavy, Two-handed", "property | DmgType | Piercing", "property | Roll | 3d6", "text | Requires Attunement", "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.", "text | 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.", "text | While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.", "text | Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.", "text | If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Oathbow"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Animated Shield"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Arrow-Catching Shield"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "property | Bonus | Passive wisdom +5", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Sentinel Shield"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "text | Requires Attunement", "text | While holding this shield, you have resistance to damage from ranged weapon attacks.", "text | 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.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Shield of Missile Attraction"},
{"contents": ["property | Weight | 6", "property | Type | Shield", "property | AC | 2", "text | Requires Attunement", "text | While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you", "text | Source: Dungeon Master's Guide, page 201"], "title": "Spellguard Shield"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Elixir of Health"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Oil of Etherealness"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Oil of Sharpness"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Oil of Slipperiness"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Philter of Love"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to acid damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Acid Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Animal Friendship"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Clairvoyance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Climbing"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Cloud Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to cold damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Cold Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 1d4", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Diminution"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 4d6", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Fire Breath"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Fire Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to fire damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Fire Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Flying"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to force damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Force Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Frost Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Gaseous Form"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 4d4+4", "text | You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Greater Healing"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 1d4", "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.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Growth"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 2d4+2", "text | You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Healing"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Heroism"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Hill Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Invisibility"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Invulnerability"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to lightning damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Lightning Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 1d6+6", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Longevity"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Mind Reading"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to necrotic damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Necrotic Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | ['3d6', '2d6', '1d6']", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Poison"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to poison damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Poison Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to psychic damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Psychic Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to radiant damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Radiant Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to acid damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Speed"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Stone Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | This potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Storm Giant Strength"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 8d4+8", "text | You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Superior Healing"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "property | Roll | 10d4+20", "text | You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.", "text | Source: Dungeon Master's Guide, page 187"], "title": "Potion of Supreme Healing"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | When you drink this potion, you gain resistance to thunder damage for 1 hour.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Thunder Resistance"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Vitality"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Potion of Water Breathing"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "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", "text | Source: Dungeon Master's Guide, page 175"], "title": "Immovable Rod"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "text | Requires Attunement", "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 \u2014 not the spell itself \u2014 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 195"], "title": "Rod of Absorption"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "text | Requires Attunement", "text | This rod has a flanged head and the following properties.", "text | Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 196"], "title": "Rod of Alertness"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "property | Roll | 4d6", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | If you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 196"], "title": "Rod of Lordly Might"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "text | Requires Attunement by a Cleric, Druid, or Paladin", "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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of Resurrection"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of Rulership"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "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.", "text | 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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of Security"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "property | Bonus | Spell attack +1", "property | Bonus | Spell dc +1", "text | Requires Attunement by a Warlock", "text | While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of the Pact Keeper, +1"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "property | Bonus | Spell attack +2", "property | Bonus | Spell dc +2", "text | Requires Attunement by a Warlock", "text | While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of the Pact Keeper, +2"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "property | Bonus | Spell attack +3", "property | Bonus | Spell dc +3", "text | Requires Attunement by a Warlock", "text | While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rod of the Pact Keeper, +3"},
{"contents": ["property | Weight | 2", "property | Type | Rod", "property | Roll | ['1d20+9', '1d6']", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 208"], "title": "Tentacle Rod"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to acid damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Acid Resistance"},
{"contents": ["property | Type | Ring", "property | Roll | 1d4+1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:", "text | \u2022 You have resistance to lightning damage.", "text | \u2022 You have a flying speed equal to your walking speed and can hover.", "text | \u2022 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).", "text | Source: Dungeon Master's Guide, page 190"], "title": "Ring of Air Elemental Command"},
{"contents": ["property | Type | Ring", "property | Roll | 1d3", "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:", "text | \u2022 Animal friendship (save DC 13)", "text | \u2022 Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower", "text | \u2022 Speak with animals", "text | Source: Dungeon Master's Guide, page 189"], "title": "Ring of Animal Influence"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to cold damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Cold Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | 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.", "text | After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", "text | Source: Dungeon Master's Guide, page 190"], "title": "Ring of Djinni Summoning"},
{"contents": ["property | Type | Ring", "property | Roll | 1d4+1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:", "text | \u2022 You have resistance to acid damage.", "text | \u2022 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.", "text | \u2022 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).", "text | Source: Dungeon Master's Guide, page 190"], "title": "Ring of Earth Elemental Command"},
{"contents": ["property | Type | Ring", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Evasion"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Feather Falling"},
{"contents": ["property | Type | Ring", "property | Roll | 1d4+1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:", "text | \u2022 You are immune to fire damage.", "text | \u2022 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).", "text | Source: Dungeon Master's Guide, page 190"], "title": "Ring of Fire Elemental Command"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to fire damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Fire Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to force damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Force Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Free Action"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Invisibility"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Jumping"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to lightning damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Lightning Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Mind Shielding"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to necrotic damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Necrotic Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to poison damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Poison Resistance"},
{"contents": ["property | Type | Ring", "property | Bonus | Ac +1", "property | Bonus | Saving throws +1", "text | Requires Attunement", "text | You gain a +1 bonus to AC and saving throws while wearing this ring.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Protection"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to psychic damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Psychic Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to radiant damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Radiant Resistance"},
{"contents": ["property | Type | Ring", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 191"], "title": "Ring of Regeneration"},
{"contents": ["property | Type | Ring", "property | Roll | ['1d6', '2d4', '2d6', '5d4', '4d12']", "text | Requires Attunement Outdoors at Night", "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.", "text | The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.", "text | Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.", "text | 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.", "text | 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.", "text | 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)", "text | Shooting Stars.", "text | 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.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Shooting Stars"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Spell Storing"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Spell Turning"},
{"contents": ["property | Type | Ring", "text | You have a swimming speed of 40 feet while wearing this ring.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Swimming"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Telekinesis"},
{"contents": ["property | Type | Ring", "property | Roll | ['1d3', '1d20+7', '2d10', '1d20+5', '1d20+10', '1d20+15']", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of the Ram"},
{"contents": ["property | Type | Ring", "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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Three Wishes"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "text | You have resistance to thunder damage while wearing this ring.", "text | Source: Dungeon Master's Guide, page 192"], "title": "Ring of Thunder Resistance"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Warmth"},
{"contents": ["property | Type | Ring", "property | Roll | 1d4+1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:", "text | \u2022 You can breathe underwater and have a swimming speed equal to your walking speed.", "text | \u2022 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).", "text | Source: Dungeon Master's Guide, page 190"], "title": "Ring of Water Elemental Command"},
{"contents": ["property | Type | Ring", "text | While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of Water Walking"},
{"contents": ["property | Type | Ring", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Ring of X-ray Vision"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Aberrations"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Beasts"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Celestials"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Elementals"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Fey"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Fiends"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Plants"},
{"contents": ["property | Type | Scroll", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scroll of Protection from Undead"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+5']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.", "text | 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.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Spell Scroll (1st Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+5']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.", "text | 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.", "text | Source: Dungeon Master's Guide, page 201"], "title": "Spell Scroll (2nd Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+7']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.", "text | 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.", "text | Source: Dungeon Master's Guide, page 202"], "title": "Spell Scroll (3rd Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+7']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.", "text | 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.", "text | Source: Dungeon Master's Guide, page 203"], "title": "Spell Scroll (4th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+9']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.", "text | 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.", "text | Source: Dungeon Master's Guide, page 204"], "title": "Spell Scroll (5th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+9']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.", "text | 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.", "text | Source: Dungeon Master's Guide, page 205"], "title": "Spell Scroll (6th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+10']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.", "text | 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.", "text | Source: Dungeon Master's Guide, page 206"], "title": "Spell Scroll (7th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+10']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 18 and an attack bonus of +10.", "text | 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.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Spell Scroll (8th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+11']", "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 having to provide any of the spell's 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.", "text | 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.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 19 and an attack bonus of +11.", "text | 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.", "text | Source: Dungeon Master's Guide, page 208"], "title": "Spell Scroll (9th Level)"},
{"contents": ["property | Type | Scroll", "property | Roll | ['1d20+SPELL', '1d20+5']", "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 having to provide any of the spell's 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.", "text | 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 equals 10. On a failed check, the spell disappears from the scroll with no other effect.", "text | Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.", "text | A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.", "text | 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 an Intelligence (Arcana) check with a DC equal to 10. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Spell Scroll (Cantrip)"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | 1d8+2", "text | Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 201"], "title": "Staff of Charming"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | 1d6+4", "text | Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard", "text | You have resistance to fire damage while you hold this staff.", "text | 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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 201"], "title": "Staff of Fire"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | 1d6+4", "text | Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard", "text | You have resistance to cold damage while you hold this staff.", "text | 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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 202"], "title": "Staff of Frost"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | 1d6+4", "text | Requires Attunement by a Bard, Cleric, or Druid", "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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 202"], "title": "Staff of Healing"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Bonus | Ac +2", "property | Bonus | Saving throws +2", "property | Bonus | Spell attack +2", "property | Roll | ['2d8+4', '1d6']", "text | Requires Attunement by a Sorcerer, Warlock, or Wizard", "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.", "text | 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.", "text | 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.", "text | 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).", "text | 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.", "text | You have a 50 percent 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.", "text | Distance from Origin \u2014 Damage:", "text | 10 ft. away or closer \u2014 8 x the number of charges in the staff", "text | 11 to 20 ft. away \u2014 6 x the number of charges in the staff", "text | 21 to 30 ft. away \u2014 4 x the number of charges in the staff", "text | Source: Dungeon Master's Guide, page 202"], "title": "Staff of Power"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | ['1d6', '2d6', '3d6', '1d6+4']", "text | Requires Attunement", "text | This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.", "text | 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.", "text | Source: Dungeon Master's Guide, page 203"], "title": "Staff of Striking"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | 1d6+4", "text | Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard", "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.", "text | 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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 203"], "title": "Staff of Swarming Insects"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | ['1d6', '3d6']", "text | Requires Attunement by a Cleric, Druid, or Warlock", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 203"], "title": "Staff of the Adder"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Bonus | Spell attack +2", "property | Roll | 4d6+2", "text | Requires Attunement by a Sorcerer, Warlock, or Wizard", "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.", "text | 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.", "text | 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).", "text | 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).", "text | 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.", "text | 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.", "text | You have a 50 percent 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.", "text | Distance from Origin \u2014 Damage:", "text | 10 ft. away or closer \u2014 8 x the number of charges in the staff", "text | 11 to 20 ft. away \u2014 6 x the number of charges in the staff", "text | 21 to 30 ft. away \u2014 4 x the number of charges in the staff", "text | Source: Dungeon Master's Guide, page 203"], "title": "Staff of the Magi"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "text | Requires Attunement by a Cleric, Druid, or Warlock", "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 (see the Monster Manual for statistics) 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 204"], "title": "Staff of the Python"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Bonus | Spell attack +2", "property | Roll | 1d6+4", "text | Requires Attunement by a Druid", "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.", "text | 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.", "text | 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).", "text | You can also use an action to cast the pass without trace spell from the staff without using any charges.", "text | 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.", "text | Source: Dungeon Master's Guide, page 204"], "title": "Staff of the Woodlands"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | ['2d6', '9d6']", "text | Requires Attunement", "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.", "text | Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.", "text | 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.", "text | Lightning Strike.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 204"], "title": "Staff of Thunder and Lightning"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Roll | ['1d3', '2d10']", "text | Requires Attunement by a Cleric, Druid, or Warlock", "text | This staff has 3 charges and regains 1d3 expended charges daily at dawn.", "text | 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.", "text | Source: Dungeon Master's Guide, page 205"], "title": "Staff of Withering"},
{"contents": ["property | Weight | 12", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | Liquid \u2014 Max Amount:", "text | Acid \u2014 8 ounces", "text | Basic poison \u2014 1/2 ounce", "text | Beer \u2014 4 gallons", "text | Honey \u2014 1 gallon", "text | Mayonnaise \u2014 2 gallons", "text | Oil \u2014 1 quart", "text | Vinegar \u2014 2 gallons", "text | Water, fresh \u2014 8 gallons", "text | Water, salt \u2014 12 gallons", "text | Wine \u2014 1 gallon", "text | Source: Dungeon Master's Guide, page 150"], "title": "Alchemy Jug"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Amulet of Health"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Amulet of Proof Against Detection and Location"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Amulet of the Planes"},
{"contents": ["property | Weight | 500", "property | Type | Wondrous item", "property | Roll | ['1d20+8', '2d6']", "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.", "text | The apparatus of Kwalish is a Large object with the following statistics:", "text | Armor Class: 20", "text | Hit Points: 200", "text | Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)", "text | Damage Immunities: poison, psychic", "text | 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.", "text | 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.", "text | 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.", "text | Apparatus of Kwalish Levers:", "text | 1 \u2014 Up: Legs and tail extend, allowing the apparatus to walk and swim.", "text | 1 \u2014 Down: Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.", "text | 2 \u2014 Up: Forward window shutter opens.", "text | 2 \u2014 Down: Forward window shutter closes.", "text | 3 \u2014 Up: Side window shutters open (two per side).", "text | 3 \u2014 Down: Side window shutters close (two per side).", "text | 4 \u2014 Up: Two claws extend from the front sides of the apparatus.", "text | 4 \u2014 Down: The claws retract.", "text | 5 \u2014 Up: Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.", "text | 5 \u2014 Down: 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).", "text | 6 \u2014 Up: The apparatus walks or swims forward.", "text | 6 \u2014 Down: The apparatus walks or swims backward.", "text | 7 \u2014 Up: The apparatus turns 90 degrees left.", "text | 7 \u2014 Down: The apparatus turns 90 degrees right.", "text | 8 \u2014 Up: Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.", "text | 8 \u2014 Down: The light turns off.", "text | 9 \u2014 Up: The apparatus sinks as much as 20 feet in liquid.", "text | 9 \u2014 Down: The apparatus rises up to 20 feet in liquid.", "text | 10 \u2014 Up: The rear hatch unseals and opens.", "text | 10 \u2014 Down: The rear hatch closes and seals.", "text | Source: Dungeon Master's Guide, page 151"], "title": "Apparatus of Kwalish"},
{"contents": ["property | Weight | 0.5", "property | Type | Wondrous item", "property | Roll | ['5d4', '1d100']", "text | Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.", "text | 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.", "text | 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.", "text | d100 \u2014 Effect:", "text | 01 \u2014 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 Sd6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.", "text | 2-10 \u2014 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.", "text | 11-20 \u2014 A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks.", "text | 21-30 \u2014 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.", "text | 31-40 \u2014 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).", "text | 41-50 \u2014 1d6 + 6 shriekers sprout (see the Monster Manual for statistics).", "text | 51-60 \u2014 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.", "text | 61-70 \u2014 A hungry bulette (see the Monster Manual for statistics) burrows up and attacks.", "text | 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.", "text | 81-90 \u2014 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.", "text | 91-99 \u2014 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.", "text | 00 \u2014 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's castle, or a different plane of existence.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Bag of Beans"},
{"contents": ["property | Weight | 0.5", "property | Type | Wondrous item", "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.", "text | 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 percent 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 153"], "title": "Bag of Devouring"},
{"contents": ["property | Weight | 15", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 153"], "title": "Bag of Holding"},
{"contents": ["property | Weight | 0.5", "property | Type | Wondrous item", "property | Roll | 1d8", "text | This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.", "text | 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 that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.", "text | 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.", "text | Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", "text | d8 \u2014 Creature:", "text | 1 \u2014 Weasel", "text | 2 \u2014 Giant rat", "text | 3 \u2014 Badger", "text | 4 \u2014 Boar", "text | 5 \u2014 Panther", "text | 6 \u2014 Giant badger", "text | 7 \u2014 Dire wolf", "text | 8 \u2014 Giant elk", "text | Source: Dungeon Master's Guide, page 154"], "title": "Bag of Tricks, Gray"},
{"contents": ["property | Weight | 0.5", "property | Type | Wondrous item", "property | Roll | 1d8", "text | This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.", "text | 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 that corresponds to the bag's color. See the Monster Manual for the creature's statistics.", "text | 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.", "text | Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", "text | d8 \u2014 Creature:", "text | 1 \u2014 Rat", "text | 2 \u2014 Owl", "text | 3 \u2014 Mastiff", "text | 4 \u2014 Goat", "text | 5 \u2014 Giant goat", "text | 6 \u2014 Giant boar", "text | 7 \u2014 Lion", "text | 8 \u2014 Brown bear", "text | Source: Dungeon Master's Guide, page 154"], "title": "Bag of Tricks, Rust"},
{"contents": ["property | Weight | 0.5", "property | Type | Wondrous item", "property | Roll | 1d8", "text | This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.", "text | 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 that corresponds to the bag's color. See the Monster Manual for the creature's statistics.", "text | 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.", "text | Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.", "text | d8 \u2014 Creature:", "text | 1 \u2014 Jackal", "text | 2 \u2014 Ape", "text | 3 \u2014 Baboon", "text | 4 \u2014 Axe beak", "text | 5 \u2014 Black bear", "text | 6 \u2014 Giant weasel", "text | 7 \u2014 Giant hyena", "text | 8 \u2014 Tiger", "text | Source: Dungeon Master's Guide, page 154"], "title": "Bag of Tricks, Tan"},
{"contents": ["property | Weight | 0.0625", "property | Type | Wondrous item", "property | Roll | 5d4", "text | This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 154"], "title": "Bead of Force"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 27. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Cloud Giant Strength"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Constitution +2", "text | Requires Attunement", "text | While wearing this belt, you gain the following benefits:", "text | \u2022 Your Constitution score increases by 2, to a maximum of 20.", "text | \u2022 You have advantage on Charisma (Persuasion) checks made to interact with dwarves.", "text | In addition, while attuned to the belt, you have a 50 percent 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.", "text | If you aren't a dwarf, you gain the following additional benefits while wearing the belt:", "text | \u2022 You have advantage on saving throws against poison, and you have resistance against poison damage.", "text | \u2022 You have darkvision out to a range of 60 feet.", "text | \u2022 You can speak, read, and write Dwarvish.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Dwarvenkind"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 25. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Fire Giant Strength"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 23. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Frost Giant Strength"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 21. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Hill Giant Strength"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 23. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Stone Giant Strength"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this belt, your Strength score changes to 29. The item has no effect on your if your Strength without the belt is equal to or greater than the belt's score.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Belt of Storm Giant Strength"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Boots of Elvenkind"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While you wear these boots, you can use an action to cast the levitate spell on yourself at will.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Boots of Levitation"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.", "text | Source: Dungeon Master's Guide, page 155"], "title": "Boots of Speed"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Boots of Striding and Springing"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:", "text | \u2022 You have resistance to cold damage.", "text | \u2022 You ignore difficult terrain created by ice or snow.", "text | \u2022 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.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Boots of the Winterlands"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "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.", "text | The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Bowl of Commanding Water Elementals"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Bracers of Archery"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Ac +2", "text | Requires Attunement", "text | While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Bracers of Defense"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | The brazier weighs 5 pounds.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Brazier of Commanding Fire Elementals"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Brooch of Shielding"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 156"], "title": "Broom of Flying"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | d20 \u2014 Alignment:", "text | 1-2 \u2014 Chaotic evil", "text | 3-4 \u2014 Chaotic Neutral", "text | 5-7 \u2014 Chaotic good", "text | 8-9 \u2014 Neutral evil", "text | 10-11 \u2014 Neutral", "text | 12-13 \u2014 Neutral good", "text | 14-15 \u2014 Lawful evil", "text | 16-17 \u2014 Lawful neutral", "text | 18-20 \u2014 Lawful good", "text | 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.", "text | 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.", "text | Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Candle of Invocation"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Cap of Water Breathing"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Cape of the Mountebank"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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 the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Carpet of Flying, 3 ft. x 5 ft."},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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 the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Carpet of Flying, 4 ft. x 6 ft."},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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 the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Carpet of Flying, 5 ft. x 7 ft."},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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 the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "text | Source: Dungeon Master's Guide, page 157"], "title": "Carpet of Flying, 6 ft. x 9 ft."},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Censer of Controlling Air Elementals"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | The chime can be used ten times. After the tenth time it cracks and becomes useless.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Chime of Opening"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d20+5", "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.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Circlet of Blasting"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:", "text | \u2022 You have resistance to poison damage.", "text | \u2022 You have a climbing speed equal to your walking speed.", "text | \u2022 You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.", "text | \u2022 You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.", "text | \u2022 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.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Cloak of Arachnida"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Cloak of Displacement"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Cloak of Elvenkind"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 158"], "title": "Cloak of Invisibility"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Ac +1", "property | Bonus | Saving throws +1", "text | Requires Attunement", "text | You gain a +1 bonus to AC and saving throws while you wear this cloak.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Cloak of Protection"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Cloak of the Bat"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Cloak of the Manta Ray"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "text | Requires Attunement", "text | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Crystal Ball"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "text | Requires Attunement", "text | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", "text | 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.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Crystal Ball of Mind Reading"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "text | Requires Attunement", "text | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", "text | 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.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Crystal Ball of Telepathy"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "text | Requires Attunement", "text | This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", "text | While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", "text | Source: Dungeon Master's Guide, page 159"], "title": "Crystal Ball of True Seeing"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d20", "text | Requires Attunement", "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.", "text | 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.", "text | Cube of Force Faces:", "text | Face \u2014 Charges \u2014 Effect:", "text | 1 \u2014 1 \u2014 Gases, wind, and fog can't pass through the barrier.", "text | 2 \u2014 2 \u2014 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.", "text | 3 \u2014 3 \u2014 Living matter can 't pass through the barrier.", "text | 4 \u2014 4 \u2014 Spell effects can 't pass through the barrier.", "text | 5 \u2014 5 \u2014 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.", "text | 6 \u2014 0 \u2014 The barrier deactivates.", "text | 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.", "text | Spell or item \u2014 Charges Lost:", "text | Disintegrate \u2014 1d12", "text | Horn of Blasting \u2014 1d10", "text | Passwall \u2014 1d6", "text | Prismatic spray \u2014 1d20", "text | Wall of fire \u2014 1d4", "text | Source: Dungeon Master's Guide, page 159"], "title": "Cube of Force"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d3", "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.", "text | 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.", "text | The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.", "text | Source: Dungeon Master's Guide, page 160"], "title": "Cubic Gate"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 10d10", "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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 160"], "title": "Daern's Instant Fortress"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 1d4", "text | This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.", "text | 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:", "text | \u2022 \"Stream\" produces 1 gallon of water.", "text | \u2022 \"Fountain\" produces 5 gallons of water.", "text | \u2022 \"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.", "text | Source: Dungeon Master's Guide, page 161"], "title": "Decanter of Endless Water"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | 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 (as presented in the Monster Manual), 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.", "text | 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.", "text | Playing Card \u2014 Illusion:", "text | Ace of hearts \u2014 Red dragon", "text | King of hearts \u2014 Knight and four guards", "text | Queen of hearts \u2014 Succubus or incubus", "text | Jack of hearts \u2014 Druid", "text | Ten of hearts \u2014 Cloud giant", "text | Nine of hearts \u2014 Ettin", "text | Eight of hearts \u2014 Bugbear", "text | Two of hearts \u2014 Goblin", "text | Ace of diamonds \u2014 Beholder", "text | King of diamonds \u2014 Archmage and mage apprentice", "text | Queen of diamonds \u2014 Night hag", "text | Jack of diamonds \u2014 Assassin", "text | Ten of diamonds \u2014 Fire giant", "text | Nine of diamonds \u2014 Ogre mage", "text | Eight of diamonds \u2014 Gnoll", "text | Two of diamonds \u2014 Kobold", "text | Ace of spades \u2014 Lich", "text | King of spades \u2014 Priest and two acolytes", "text | Queen of spades \u2014 Medusa", "text | Jack of spades \u2014 Veteran", "text | Ten of spades \u2014 Frost giant", "text | Nine of spades \u2014 Troll", "text | Eight of spades \u2014 Hobgoblin", "text | Two of spades \u2014 Goblin", "text | Ace of clubs \u2014 Iron golem", "text | King of clubs \u2014 Bandit captain and three bandits", "text | Queen of clubs \u2014 Erinyes", "text | Jack of clubs \u2014 Berserker", "text | Ten of clubs \u2014 Hill giant", "text | Nine of clubs \u2014 Ogre", "text | Eight of clubs \u2014 Ore", "text | Two of clubs \u2014 Kobold", "text | jokers (2) \u2014 You (the deck's owner)", "text | Source: Dungeon Master's Guide, page 161"], "title": "Deck of Illusions"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | Playing Card \u2014 Card:", "text | Ace of diamonds \u2014 Vizier*", "text | King of diamonds \u2014 Sun", "text | Queen of diamonds \u2014 Moon", "text | Jack of diamonds \u2014 Star", "text | Two of diamonds \u2014 Comet*", "text | Ace of hearts \u2014 The Fates*", "text | King of hearts \u2014 Throne", "text | Queen of hearts \u2014 Key", "text | Jack of hearts \u2014 Knight", "text | Two of hearts \u2014 Gem*", "text | Ace of clubs \u2014 Talons*", "text | King of clubs \u2014 The Void", "text | Queen of clubs \u2014 Flames", "text | Jack of clubs \u2014 Skull", "text | Two of clubs \u2014 Idiot*", "text | Ace of spades \u2014 Donjon*", "text | King of spades \u2014 Ruin", "text | Queen of spades \u2014 Euryale", "text | Jack of spades \u2014 Rogue", "text | Two of spades \u2014 Balance*", "text | Joker (with TM) \u2014 Fool*", "text | Joker (without TM) \u2014 Jester", "text | * Found only in a deck with twenty-two cards", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.", "text | Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.", "text | Key: A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.", "text | 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.", "text | Moon: You are granted the ability to cast the wish spell 1d3 times.", "text | 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.", "text | 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.", "text | 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.", "text | Star: Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.", "text | Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.", "text | Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 162"], "title": "Deck of Many Things"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 165"], "title": "Dimensional Shackles"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Driftglobe"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dust of Disappearance"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 10d6", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dust of Dryness"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 166"], "title": "Dust of Sneezing and Choking"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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. See the Monster Manual for the efreeti's statistics.", "text | The first time the bottle is opened, the DM rolls to determine what happens.", "text | d100 \u2014 Effect:", "text | 01-10 \u2014 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.", "text | 11-90 \u2014 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.", "text | 91-00 \u2014 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.", "text | Source: Dungeon Master's Guide, page 167"], "title": "Efreeti Bottle"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 167"], "title": "Elemental Gem, Blue Sapphire"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source:"], "title": "Elemental Gem, Emerald"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source:"], "title": "Elemental Gem, Red Corundum"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source:"], "title": "Elemental Gem, Yellow Diamond"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Eversmoking Bottle"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Eyes of Charming"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Eyes of Minute Seeing"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 168"], "title": "Eyes of the Eagle"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics.", "text | 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.", "text | Bronze Griffon.", "text | 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.", "text | Source: Dungeon Master's Guide, page 169"], "title": "Figurine of Wondrous Power, Bronze Griffon"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Ebony Fly.", "text | 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.", "text | Source: Dungeon Master's Guide, page 169"], "title": "Figurine of Wondrous Power, Ebony Fly"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics.", "text | 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.", "text | Golden Lions.", "text | 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.", "text | Source: Dungeon Master's Guide, page 169"], "title": "Figurine of Wondrous Power, Golden Lions"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Ivory Goats.", "text | 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:", "text | \u2022 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.", "text | \u2022 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.", "text | \u2022 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.", "text | Source: Dungeon Master's Guide, page 169"], "title": "Figurine of Wondrous Power, Ivory Goats"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Marble Elephant.", "text | 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Figurine of Wondrous Power, Marble Elephant"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Obsidian Steed.", "text | 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.", "text | If you have a good alignment, the figurine has a 10 percent 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Figurine of Wondrous Power, Obsidian Steed"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Onyx Dog.", "text | 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Figurine of Wondrous Power, Onyx Dog"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Serpentine Owl.", "text | 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Figurine of Wondrous Power, Serpentine Owl"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for the creature's statistics, except for the giant fly.", "text | 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.", "text | Silver Raven.", "text | 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Figurine of Wondrous Power, Silver Raven"},
{"contents": ["property | Weight | 4", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 170"], "title": "Folding Boat"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Gauntlets of Ogre Power"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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:", "text | \u2022 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.", "text | \u2022 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.", "text | \u2022 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.", "text | When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", "text | Source: Dungeon Master's Guide, page 171"], "title": "Gem of Brightness"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | The gem regains 1d3 expended charges daily at dawn.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Gem of Seeing"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d10+%2", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Gloves of Missile Snaring"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Gloves of Swimming and Climbing"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Gloves of Thievery"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 172"], "title": "Goggles of Night"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 173"], "title": "Hat of Disguise"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 173"], "title": "Headband of Intellect"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d6", "text | Requires Attunement", "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.", "text | You gain the following benefits while wearing it:", "text | \u2022 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.", "text | \u2022 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.", "text | \u2022 As long as the helm has at least one ruby, you have resistance to fire damage.", "text | \u2022 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 173"], "title": "Helm of Brilliance"},
{"contents": ["property | Type | Wondrous item", "text | While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.", "text | Source: Dungeon Master's Guide, page 173"], "title": "Helm of Comprehending Languages"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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 \u2014 using a bonus action to do so \u2014 while your focus on it continues.", "text | 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.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Helm of Telepathy"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Helm of Teleportation"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Heward's Handy Haversack"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 5d6", "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.", "text | Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", "text | Source: Dungeon Master's Guide, page 174"], "title": "Horn of Blasting"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 3d4+3", "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 from the Monster Manual. 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.", "text | A brass horn summons 3d4 + 3 berserkers. To use the brass horn, you must be proficient with all simple weapons.", "text | If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horn of Valhalla, Brass"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 4d4+4", "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 from the Monster Manual. 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.", "text | A bronze horn summons 4d4 + 4 berserkers. To use the bronze horn, you must be proficient with medium armor.", "text | If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horn of Valhalla, Bronze"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 5d4+5", "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 from the Monster Manual. 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.", "text | The iron horn summons 5d4 + 5 berserkers. To use the iron horn, you must be proficient with all martial weapons.", "text | If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horn of Valhalla, Iron"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 2d4+2", "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 from the Monster Manual. 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.", "text | The silver horn summons 2d4 + 2 berserkers.", "text | The berserkers are friendly to you and your companions and follow your commands.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horn of Valhalla, Silver"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horseshoes of a Zephyr"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 175"], "title": "Horseshoes of Speed"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Anstruth Harp"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only).", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Canaith Mandolin"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Cli Lyre"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Doss Lute"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Fochlucan Bandore"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Mac-Fuirmidh Cittern"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "text | Requires Attunement by a Bard", "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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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.", "text | 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.", "text | When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus", "text | All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.", "text | In addition, the Ollamh harp can be used to cast confusion, control weather, and fire storm.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Instrument of the Bards, Ollamh Harp"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Absorption.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Absorption"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Dexterity +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Agility.", "text | Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Agility"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Awareness.", "text | You can't be surprised while this dark blue rhomboid orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Awareness"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Constitution +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Fortitude", "text | Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Fortitude"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Greater Absorption.", "text | 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.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Greater Absorption"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Wisdom +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Insight.", "text | Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Insight"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Intelligence +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Intellect.", "text | Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Intellect"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Charisma +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Leadership.", "text | Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Leadership"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Proficiency bonus +1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Mastery.", "text | Your proficiency bonus increases by 1 while this pale green prism orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Mastery"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Ac +1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Protection.", "text | You gain a +1 bonus to AC while this dusty rose prism orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Protection"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Regeneration.", "text | 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.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Regeneration"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Reserve.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Reserve"},
{"contents": ["property | Type | Wondrous item", "property | Ability score | Strength +2", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Strength.", "text | Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Strength"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Sustenance.", "text | You don't need to eat or drink while this clear spindle orbits your head.", "text | Source: Dungeon Master's Guide, page 176"], "title": "Ioun Stone, Sustenance"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | Once the bands are used, they can't be used again until the next dawn.", "text | Source: Dungeon Master's Guide, page 177"], "title": "Iron Bands of Bilarro"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | d100 \u2014 Contents:", "text | 01-50 \u2014 Empty", "text | 51 \u2014 Arcanaloth", "text | 52 \u2014 Cambion", "text | 53-54 \u2014 Dao", "text | 55-57 \u2014 Demon (type 1)", "text | 58-60 \u2014 Demon (type 2)", "text | 61-62 \u2014 Demon (type 3)", "text | 63-64 \u2014 Demon (type 4)", "text | 65 \u2014 Demon (type 5)", "text | 66 \u2014 Demon (type 6)", "text | 67 \u2014 Deva", "text | 68-69 \u2014 Devil (greater)", "text | 70-72 \u2014 Devil (lesser)", "text | 73-74 \u2014 Djinni", "text | 75-76 \u2014 Efreeti", "text | 77-78 \u2014 Elemental (any)", "text | 79 \u2014 Githyanki knight", "text | 80 \u2014 Githzerai zerth", "text | 81-82 \u2014 Invisible stalker", "text | 83-84 \u2014 Marid", "text | 85-86 \u2014 Mezzoloth", "text | 87-88 \u2014 Night hag", "text | 89-90 \u2014 Nycaloth", "text | 91 \u2014 Planetar", "text | 92-93 \u2014 Salamander", "text | 94-95 \u2014 Slaad (any)", "text | 96 \u2014 Solar", "text | 97-98 \u2014 Succubus/incubus", "text | 99 \u2014 Ultroloth", "text | 00 \u2014 Xorn", "text | Source: Dungeon Master's Guide, page 178"], "title": "Iron Flask"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 2d8+2", "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 1/2 pound.", "text | 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.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Keoghtom's Ointment"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 179"], "title": "Lantern of Revealing"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | You have advantage on saving throws against spells while you wear this cloak.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Mantle of Spell Resistance"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Bodily Health"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for its game statistics.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Clay Golems"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for its game statistics.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Flesh Golems"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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 increase- by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Gainful Exercise"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | 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. See the Monster Manual for its game statistics.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Iron Golems"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Manual of Quickness of Action"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | To create a 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. See the Monster Manual for its game statistics.", "text | Source: Dungeon Master's Guide, page 180"], "title": "Manual of Stone Golems"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Medallion of Thoughts"},
{"contents": ["property | Weight | 50", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mirror of Life Trapping"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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).", "text | Source: Dungeon Master's Guide, page 182"], "title": "Necklace of Adaptation"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "property | Roll | 8d6", "text | This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Necklace of Fireballs"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement by a Cleric, Druid, or Paladin", "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.", "text | 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.", "text | d20 \u2014 Bead Name \u2014 Spell:", "text | 1-6 \u2014 Blessing \u2014 Bless", "text | 7-12 \u2014 Curing \u2014 Cure wounds (2nd level) or lesser restoration", "text | 13-16 \u2014 Favor \u2014 Greater restoration", "text | 17-18 \u2014 Smiting \u2014 Branding smite", "text | 19 \u2014 Summons \u2014 Planar ally", "text | 20 \u2014 Wind walking \u2014 Wind walk", "text | Source: Dungeon Master's Guide, page 182"], "title": "Necklace of Prayer Beads"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 183"], "title": "Nolzur's Marvelous Pigments"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement by a Spellcaster", "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 of 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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Pearl of Power"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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 you while you wear the pendant.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Periapt of Health"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Periapt of Proof Against Poison"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 184"], "title": "Periapt of Wound Closure"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 1d3", "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.", "text | Source: Dungeon Master's Guide, page 185"], "title": "Pipes of Haunting"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | 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 rats (see the Monster Manual for statistics) 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 185"], "title": "Pipes of the Sewers"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 185"], "title": "Portable Hole"},
{"contents": ["property | Type | Wondrous item", "text | This tiny object looks like a feather.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Anchor"},
{"contents": ["property | Type | Wondrous item", "text | This tiny object looks like a feather.", "text | 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 (see the Monster Manual), 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Bird"},
{"contents": ["property | Type | Wondrous item", "text | This tiny object looks like a feather.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Fan"},
{"contents": ["property | Type | Wondrous item", "text | This tiny object looks like a feather.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Swan Boat"},
{"contents": ["property | Type | Wondrous item", "text | This tiny object looks like a feather.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Tree"},
{"contents": ["property | Type | Wondrous item", "property | Roll | ['1d20+9', '1d6+5']", "text | This tiny object looks like a feather.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 188"], "title": "Quaal's Feather Token, Whip"},
{"contents": ["property | Weight | 2", "property | Type | Wondrous item", "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 arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.", "text | You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", "text | Source: Dungeon Master's Guide, page 189"], "title": "Quiver of Ehlonna"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:", "text | \u2022 The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.", "text | \u2022 You have darkvision out to a range of 120 feet.", "text | \u2022 You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 193"], "title": "Robe of Eyes"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 194"], "title": "Robe of Scintillating Colors"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d6", "property | Bonus | Saving throws +1", "text | Requires Attunement", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 194"], "title": "Robe of Stars"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Ac +5", "property | Bonus | Spell attack +2", "property | Bonus | Spell dc +2", "text | Requires Attunement by a Sorcerer, Warlock, or Wizard", "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.", "text | You gain these benefits while wearing the robe:", "text | \u2022 If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.", "text | \u2022 You have advantage on saving throws against spell and other magical effects.", "text | \u2022 Your spell save DC and spell attack bonus each increase by 2.", "text | Source: Dungeon Master's Guide, page 194"], "title": "Robe of the Archmagi"},
{"contents": ["property | Type | Wondrous item", "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.", "text | The robe has two of each of the following patches:", "text | \u2022 Dagger", "text | \u2022 Bullseye lantern (filled and lit)", "text | \u2022 Steel mirror", "text | \u2022 10-foot pole", "text | \u2022 Hempen rope (50 feet, coiled)", "text | \u2022 Sack", "text | In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.", "text | d100 \u2014 Patch:", "text | 01-08 \u2014 Bag of 100 gp", "text | 09-15 \u2014 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp", "text | 16-22 \u2014 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", "text | 23-30 \u2014 10 gems worth 100 gp each", "text | 31-44 \u2014 Wooden ladder (24 feet long)", "text | 45-51 \u2014 A riding horse with saddle bags (see the Monster Manual for statistics)", "text | 52-59 \u2014 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you", "text | 60-68 \u2014 4 potions of healing", "text | 69-75 \u2014 Rowboat (12 feet long)", "text | 76-83 \u2014 Spell scroll containing one spell of 1st to 3rd level", "text | 84-90 \u2014 2 mastiffs (see the Monster Manual for statistics)", "text | 91-96 \u2014 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach", "text | 97-00 \u2014 Portable ram", "text | Source: Dungeon Master's Guide, page 195"], "title": "Robe of Useful Items"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rope of Climbing"},
{"contents": ["property | Weight | 3", "property | Type | Wondrous item", "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.", "text | 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.", "text | 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. You can release the creature by using a bonus action to speak a second command word. A target restrained", "text | Source: Dungeon Master's Guide, page 197"], "title": "Rope of Entanglement"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Saddle of the Cavalier"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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:", "text | \u2022 You have advantage on saving throws against spells.", "text | \u2022 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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Scarab of Protection"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 199"], "title": "Sending Stones"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Slippers of Spider Climbing"},
{"contents": ["property | Type | Wondrous item", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 200"], "title": "Sovereign Glue"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 4d10", "text | This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | d100 \u2014 Result:", "text | 01-50 \u2014 The sphere is destroyed.", "text | 51-85 \u2014 The sphere moves through the portal or into the extradimensional space.", "text | 86-00 \u2014 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.", "text | Source: Dungeon Master's Guide, page 201"], "title": "Sphere of Annihilation"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 205"], "title": "Stone of Controlling Earth Elementals"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Saving throws +1", "text | Requires Attunement", "text | While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "text | Source: Dungeon Master's Guide, page 205"], "title": "Stone of Good Luck"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "property | Roll | ['6d6', '8d6']", "text | Requires Attunement by a Creature of Good Alignment", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Talisman of Pure Good"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Talisman of the Sphere"},
{"contents": ["property | Weight | 1", "property | Type | Wondrous item", "property | Roll | ['6d6', '8d6']", "text | Requires Attunement by a Creature of Evil Alignment", "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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 207"], "title": "Talisman of Ultimate Evil"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 208"], "title": "Tome of Clear Thought"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 208"], "title": "Tome of Leadership and Influence"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "text | Requires Attunement by a Wizard", "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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 208"], "title": "Tome of the Stilled Tongue"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Tome of Understanding"},
{"contents": ["property | Type | Wondrous item", "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.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Universal Solvent"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d8", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Well of Many Worlds"},
{"contents": ["property | Type | Wondrous item", "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 percent chance of not working and tearing into useless, nonmagical tatters.", "text | Source: Dungeon Master's Guide, page 213"], "title": "Wind Fan"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "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.", "text | The boots regain 2 hours of flying capability for every 12 hours they aren't in use.", "text | Source: Dungeon Master's Guide, page 214"], "title": "Winged Boots"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d12", "text | Requires Attunement", "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.", "text | Source: Dungeon Master's Guide, page 214"], "title": "Wings of Flying"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement by a Spellcaster", "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.", "text | 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).", "text | 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.", "text | Source: Dungeon Master's Guide, page 209"], "title": "Wand of Binding"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 210"], "title": "Wand of Enemy Detection"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement", "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.", "text | 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).", "text | 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- 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.", "text | Source: Dungeon Master's Guide, page 210"], "title": "Wand of Fear"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | ['1d6+1', '8d6', '9d6', '10d6', '11d6', '12d6', '13d6', '14d6']", "text | Requires Attunement by a Spellcaster", "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.", "text | 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", "text | Source: Dungeon Master's Guide, page 210"], "title": "Wand of Fireballs"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | ['1d6+1', '8d6', '9d6', '10d6', '11d6', '12d6', '13d6', '14d6']", "text | Requires Attunement by a Spellcaster", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Lightning Bolts"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d3", "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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Magic Detection"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | ['1d6+1', '(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)', '(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)+(1d4+1)']", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Magic Missiles"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | ['1d6+1', '1d20']", "text | Requires Attunement by a Spellcaster", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Paralysis"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement by a Spellcaster", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Polymorph"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d3", "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.", "text | Source: Dungeon Master's Guide, page 211"], "title": "Wand of Secrets"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Bonus | Spell attack +1", "text | Requires Attunement by a Spellcaster", "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.", "text | Source: Dungeon Master's Guide, page 212"], "title": "Wand of the War Mage, +1"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Bonus | Spell attack +2", "text | Requires Attunement by a Spellcaster", "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.", "text | Source: Dungeon Master's Guide, page 212"], "title": "Wand of the War Mage, +2"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Bonus | Spell attack +3", "text | Requires Attunement by a Spellcaster", "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.", "text | Source: Dungeon Master's Guide, page 212"], "title": "Wand of the War Mage, +3"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement by a Spellcaster", "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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 212"], "title": "Wand of Web"},
{"contents": ["property | Weight | 1", "property | Type | Wand", "property | Roll | 1d6+1", "text | Requires Attunement by a Spellcaster", "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.", "text | 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.", "text | 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.", "text | 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.", "text | d100 \u2014 Effect:", "text | 01-05 \u2014 You cast slow.", "text | 06-10 \u2014 You cast faerie fire.", "text | 11-15 \u2014 You are stunned until the start of your next turn, believing something awesome just happened.", "text | 16-20 \u2014 You cast gust of wind.", "text | 21-25 \u2014 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.", "text | 26-30 \u2014 You cast stinking cloud.", "text | 31-33 \u2014 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.", "text | 34-36 \u2014 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. See the Monster Manual for the animal's statistics.", "text | 37-46 \u2014 You cast lightning bolt.", "text | 47-49 \u2014 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.", "text | 50-53 \u2014 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.", "text | 54-58 \u2014 You cast darkness.", "text | 59-62 \u2014 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.", "text | 63-65 \u2014 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.", "text | 66-69 \u2014 You shrink yourself as if you had cast enlarge/ reduce on yourself.", "text | 70-79 \u2014 You cast fireball.", "text | 80-84 \u2014 You cast invisibility on yourself.", "text | 85-87 \u2014 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.", "text | 88-90 \u2014 A stream of 1 d4 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.", "text | 91-95 \u2014 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.", "text | 96-97 \u2014 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.", "text | 98-00 \u2014 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.", "text | Source: Dungeon Master's Guide, page 212"], "title": "Wand of Wonder"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d8", "property | Property | Thrown, Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The axe has the following randomly determined properties:", "text | \u2022 2 minor beneficial properties", "text | \u2022 1 major beneficial property", "text | \u2022 2 minor detrimental properties", "text | Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits:", "text | \u2022 You have immunity to poison damage.", "text | \u2022 The range of your darkvision increases by 60 feet.", "text | \u2022 You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 221"], "title": "Axe of the Dwarvish Lords"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | DmgType | Slashing", "text | Requires attunement by a creature of non-lawful alignment", "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.", "text | You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.", "text | 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 creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.", "text | 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 roll. saving throws, and ability checks.", "text | If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.", "text | The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 216"], "title": "Blackrazor"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires attunement by an elf or half-elf of neutral good alignment", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | MOONBLADE PROPERTIES:", "text | d100 \u2014 Property:", "text | 01-40 \u2014 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.", "text | 41-80 \u2014 The moonblade gains a randomly determined minor property (see \"Special Features\" earlier in this chapter).", "text | 81-82 \u2014 The moonblade gains the finesse property.", "text | 83-84 \u2014 The moonblade gains the thrown property (range 20/60 feet).", "text | 85-86 \u2014 The moonblade functions as a defender.", "text | 87-90 \u2014 The moon blade scores a critical hit on a roll of 19 or 20.", "text | 91-92 \u2014 When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage.", "text | 93-94 \u2014 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.", "text | 95-96 \u2014 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.", "text | 97-98 \u2014 The moonblade functions as a ring of spell storing.", "text | 99 \u2014 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 from the Monster Manual, 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.", "text | 00 \u2014 The moonblade functions as a vorpal sword.", "text | 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.", "text | 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.", "text | Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 217"], "title": "Moonblade"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "text | Requires attunement", "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.", "text | 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's 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.", "text | 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.", "text | 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.", "text | Random Properties: The Sword of Kas has the following random properties:", "text | \u2022 1 minor beneficial property", "text | \u2022 1 major beneficial property", "text | \u2022 1 minor detrimental property", "text | \u2022 1 major detrimental property", "text | 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.", "text | 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.", "text | 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 2 range of 120 feet.", "text | The weapon communicates telepathically with its wielder and can speak, read, and understand Common", "text | Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 226"], "title": "Sword of Kas"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "text | Requires attunement by a creature that worships a god of the sea", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.", "text | 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", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 218"], "title": "Wave"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d8", "property | Property | Thrown, Versatile", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Damage 2H: | 1d10", "property | DmgType | Bludgeoning", "text | Requires attunement by a dwarf", "text | Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 218"], "title": "Whelm"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "property | Ability score | Wisdom +2", "text | Requires attunement by a creature of good alignment", "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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The Book of Exalted Deeds has the following random properties:", "text | \u2022 2 minor beneficial properties", "text | \u2022 2 major beneficial properties", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 222"], "title": "Book of Exalted Deeds"},
{"contents": ["property | Weight | 5", "property | Type | Wondrous item", "text | Requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The Book of Vile Darkness has the following random properties:", "text | \u2022 3 minor beneficial properties", "text | \u2022 1 major beneficial property", "text | \u2022 3 minor detrimental properties", "text | \u2022 2 major detrimental properties", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.", "text | Source: Dungeon Master's Guide, page 222"], "title": "Book of Vile Darkness"},
{"contents": ["property | Type | Wondrous item", "text | Requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:", "text | \u2022 1 minor beneficial property", "text | \u2022 1 major beneficial property", "text | \u2022 1 minor detrimental property", "text | Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits:", "text | \u2022 You have truesight.", "text | \u2022 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.", "text | \u2022 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 percent 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.", "text | Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:", "text | \u2022 You are immune to disease and poison.", "text | \u2022 Using the eye's X-ray vision never causes you to suffer exhaustion.", "text | \u2022 You experience premonitions of danger and, unless you are incapacitated, can't be surprised.", "text | \u2022 If you start your turn with at least 1 hit point, you regain 1dl0 hit points.", "text | \u2022 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 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.", "text | \u2022 You can use an action to cast wish. This property can't be used again until 30 days have passed.", "text | 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.", "text | Source: Dungeon Master's Guide, page 224"], "title": "Eye of Vecna"},
{"contents": ["property | Type | Wondrous item", "text | Requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:", "text | \u2022 1 minor beneficial property", "text | \u2022 1 major beneficial property", "text | \u2022 1 minor detrimental property", "text | Properties of the Hand: Your alignment changes neutral evil, and you gain the following benefits:", "text | \u2022 Your Strength score becomes 20, unless it is already 20 or higher.", "text | \u2022 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.", "text | \u2022 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.", "text | Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:", "text | \u2022 You are immune to disease and poison.", "text | \u2022 Using the eye's X-ray vision never causes you to suffer exhaustion.", "text | \u2022 You experience premonitions of danger and, unless you are incapacitated, can't be surprised.", "text | \u2022 If you start your turn with at least 1 hit point, you regain 1dl0 hit points.", "text | \u2022 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 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.", "text | \u2022 You can use an action to cast wish. This property can't be used again until 30 days have passed.", "text | 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.", "text | Source: Dungeon Master's Guide, page 224"], "title": "Hand of Vecna"},
{"contents": ["property | Type | Wondrous item", "text | Requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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's name on Krynn), or something else the DM decides.", "text | Random Properties: An Orb of Dragon kind has the following random properties:", "text | \u2022 2 minor beneficial properties", "text | \u2022 1 minor detrimental property", "text | \u2022 1 major detrimental property", "text | 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.", "text | 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.", "text | 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.", "text | Source: Dungeon Master's Guide, page 225"], "title": "Orb of Dragonkind"},
{"contents": ["property | Weight | 4", "property | Type | Wand", "property | Bonus | Melee attacks +3", "property | Bonus | Melee damage +3", "property | Bonus | Ac +3", "text | Requires attunement", "text | The ghastly Wand of Orcus rarely leaves Orcus's 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.", "text | 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.", "text | 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.", "text | 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.", "text | Random Properties: The Wand of Orcus has the following random properties:", "text | \u2022 2 minor beneficial properties", "text | \u2022 1 major beneficial property", "text | \u2022 2 minor detrimental properties", "text | \u2022 1 major detrimental property", "text | The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.", "text | Protection: You gain a +3 bonus to Armor Class while holding the wand.", "text | 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.", "text | 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).", "text | Call Undead: While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points (see the Monster Manual for statistics). 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.", "text | 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.", "text | 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.", "text | The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.", "text | Personality: The wand's purpose is to help satisfy Orcus's 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.", "text | 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 \u2014 no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.", "text | 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's layer of the Abyss.", "text | Source: Dungeon Master's Guide, page 227"], "title": "Wand of Orcus"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | DmgType | Piercing", "property | Roll | 1d6", "text | A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.", "text | You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.", "text | Draconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: The Rise of Tiamat, page 94"], "title": "Dragontooth Dagger"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +1", "property | Bonus | Weapon damage +1", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "property | Roll | 1d8", "text | Requires Attunement", "text | A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.", "text | You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets take an extra 1d8 cold damage.", "text | Water Mastery: You gain the following benefits while you hold Drown:", "text | \u2022 You can speak Aquan fluently.", "text | \u2022 You have resistance to cold damage.", "text | \u2022 You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.", "text | Tears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.", "text | Flaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: \"I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine.\" In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Princes of the Apocalypse, page 224"], "title": "Drown"},
{"contents": ["property | Weight | 6", "property | Type | Melee weapon", "property | Damage 1H: | 2d6", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "property | Roll | ['1d6', '2d6', '1d4']", "text | Requires Attunement", "text | A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.", "text | Increased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)", "text | Spells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.", "text | Wounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Hoard of the Dragon Queen, page 94"], "title": "Hazirawn"},
{"contents": ["property | Weight | 2", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Piercing", "property | Roll | ['1d8', '1d3']", "text | Requires Attunement", "text | A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion \u2014 nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.", "text | You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.", "text | Earth Mastery: You gain the following benefits while you hold Ironfang:", "text | \u2022 You can speak Terran fluently.", "text | \u2022 You have resistance to acid damage.", "text | \u2022 You have tremorsense out to a range of 60 feet.", "text | \u2022 You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.", "text | \u2022 You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.", "text | Shatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.", "text | The Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.", "text | Flaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: \"I like to break things and cause ruin.\"", "text | Source: Princes of the Apocalypse, page 224"], "title": "Ironfang"},
{"contents": ["property | Weight | 7", "property | Type | Melee weapon", "property | Damage 1H: | 1d12", "property | Property | Heavy, Two-handed", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | DmgType | Slashing", "text | Requires Attunement by a good-aligned dwarf, fighter, or paladin", "text | A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for \"orc,\" but the runes are depicted with a gap or slash through the markings; the word \"orc\" is literally split in two.", "text | You gain the following benefits while holding this magic weapon:", "text | \u2022 You gain a +2 bonus to attack and damage rolls made with it.", "text | \u2022 When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.", "text | \u2022 You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.", "text | \u2022 You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.", "text | Sentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.", "text | Personality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves \u2014 giants, goblins, and, most of all, orcs \u2014 and silently urges its possessor to meet such creatures in battle.", "text | Heavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.", "text | Two-Handed: This weapon requires two hands to use.", "text | Source: Princes of the Apocalypse, page 224"], "title": "Orcsplitter"},
{"contents": ["property | Weight | 1", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Light, Thrown", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | DmgType | Piercing", "property | Roll | 2d6", "text | Requires Attunement", "text | A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.", "text | You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.", "text | Fire Mastery: You gain the following benefits while you hold Tinderstrike:", "text | \u2022 You can speak Ignan fluently.", "text | \u2022 You have resistance to fire damage.", "text | \u2022 You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.", "text | Dance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.", "text | Flaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: \"I act without thinking and take risks without weighing the consequences.\"", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Princes of the Apocalypse, page 224"], "title": "Tinderstrike"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | Bonus | Weapon attacks +2", "property | Bonus | Weapon damage +2", "property | Damage 2H: | 1d8", "property | DmgType | Piercing", "property | Roll | 1d6", "text | Requires Attunement", "text | A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.", "text | You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.", "text | Air Mastery: You gain the following benefits while you hold Windvane:", "text | \u2022 You can speak Auran fluently.", "text | \u2022 You have resistance to lightning damage.", "text | \u2022 You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.", "text | Song of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.", "text | Flaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: \"I break my vows and plans. Duty and honor mean nothing to me.\"", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Princes of the Apocalypse, page 224"], "title": "Windvane"},
{"contents": ["property | Weight | 0.5", "property | Type | Potion", "text | This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.", "text | If you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Bottled Breath"},
{"contents": ["property | Weight | 0.25", "property | Type | Ranged weapon", "property | Range | 20/60", "property | Damage 1H: | 1d4", "property | Property | Finesse, Thrown", "property | DmgType | Piercing", "property | Roll | 3d4", "text | This small dart is decorated with designs like windy spirals that span the length of its shaft.", "text | When you whisper the word \"seek\" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.", "text | When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.", "text | Source: Princes of the Apocalypse, page 223"], "title": "Seeker Dart"},
{"contents": ["property | Type | Ranged weapon", "property | Range | 60/120", "property | DmgType | Bludgeoning", "property | Damage 1H: | 1d4", "property | Roll | 3d4", "text | This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.", "text | Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.", "text | Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range", "text | Source: Princes of the Apocalypse, page 223"], "title": "Storm Boomerang"},
{"contents": ["property | Weight | 6", "property | Type | Staff", "property | Roll | 1d6+4", "text | Requires Attunement", "text | The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.", "text | The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.", "text | The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.", "text | Source: Lost Mines of Phandelver, page 53"], "title": "Spider Staff"},
{"contents": ["property | Weight | 3", "property | Type | Staff", "property | Bonus | Ac +1", "property | Roll | 1d6+4", "text | Requires Attunement", "text | This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.", "text | While holding the staff, you have a +1 bonus to your Armor Class.", "text | The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.", "text | The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.", "text | Source: Lost Mines of Phandelver, page 53"], "title": "Staff of Defense"},
{"contents": ["property | Type | Wondrous item", "text | This backpack contains the spirit of an air elemental and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you're falling and gain the effect of the feather fall spell for yourself.", "text | When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. IF you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.", "text | After the spirit departs, the backpack's property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Balloon Pack"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", "text | Damage Absorption: You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.", "text | Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.", "text | Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.", "text | Dragon Sight: You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.", "text | Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.", "text | Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.", "text | Water Breathing: You can breathe underwater.", "text | Source: Hoard of the Dragon Queen, page 94"], "title": "Black Dragon Mask"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", "text | Damage Absorption: You have resistance against lightning damage. If you already have resistance to lightning damage from another source, you instead have immunity to lightning damage. If you already have immunity to lightning damage from another source, whenever you are subjected to acid damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.", "text | Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.", "text | Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.", "text | Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.", "text | Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Blue Dragons.", "text | Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.", "text | Lingering Shock: If you deal lightning damage to a creature, it can't take reactions until its next turn.", "text | Source: Rise of Tiamat Online Supplement, page 4"], "title": "Blue Dragon Mask"},
{"contents": ["property | Type | Wondrous item", "text | These heavy gauntlets of brown iron are forged in the shape an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.", "text | You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal)", "text | While wearing the claws, you can't manipulate objects or cast spells with somatic components", "text | Source: Princes of the Apocalypse, page 222"], "title": "Claws of the Umber Hulk"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d4", "text | A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", "text | A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", "text | A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.", "text | Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", "text | Air Orb: When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master's Guide.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Devastation Orb of Air"},
{"contents": ["property | Type | Wondrous item", "text | A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", "text | A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", "text | A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.", "text | Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", "text | Earth Orb: When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell's effects, the spell is cast on the turn that the orb explodes.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Devastation Orb of Earth"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 3d6", "text | A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", "text | A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", "text | A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.", "text | Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", "text | Fire Orb: When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master's Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Devastation Orb of Fire"},
{"contents": ["property | Type | Wondrous item", "text | A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.", "text | A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.", "text | A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb's opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.", "text | Regardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere's point of origin. The orb is destroyed after one use.", "text | Water Orb: When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.", "text | Source: Princes of the Apocalypse, page 222"], "title": "Devastation Orb of Water"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 6d8", "text | The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.", "text | The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.", "text | Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons \u2014 a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.", "text | Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.", "text | For any character entering the enclosed space, the sound fades to silence \u2014 because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound.", "text | While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.", "text | Source: The Rise of Tiamat, page 93"], "title": "Draakhorn"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This mottled green mask is surmounted by a frilled crest and has leathery spiked plates along its jaw. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties", "text | Damage Absorption: You have resistance against poison damage. If you already have resistance to poison damage from another source, you instead have immunity to poison damage. If you already have immunity to poison damage from another source, whenever you are subjected to poison damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.", "text | Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.", "text | Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.", "text | Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.", "text | Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Green Dragons.", "text | Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.", "text | Water Breathing: You can breathe underwater.", "text | Source: Rise of Tiamat Online Supplement, page 4"], "title": "Green Dragon Mask"},
{"contents": ["property | Type | Wondrous item", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "text | The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.", "text | While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.", "text | Source: Hoard of the Dragon Queen, page 94"], "title": "Insignia of Claws"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d3", "text | Requires Attunement", "text | This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:", "text | \u2022 You have resistance to psychic damage.", "text | \u2022 You have advantage on saving throws against effects that would charm you.", "text | \u2022 You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.", "text | Source: Princes of the Apocalypse, page 223"], "title": "Lost Crown of Besilmer"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.", "text | While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.", "text | Source: The Rise of Tiamat, page 94"], "title": "Mask of the Dragon Queen"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This mask of glossy crimson has swept-back horns and spiked cheek ridges. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", "text | Damage Absorption: You have resistance against fire damage. If you already have resistance to fire damage from another source, you instead have immunity to fire damage. If you already have immunity to fire damage from another source, whenever you are subjected to fire damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.", "text | Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.", "text | Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.", "text | Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.", "text | Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against Red Dragons.", "text | Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.", "text | Dragon Fire: If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.", "text | Source: Rise of Tiamat Online Supplement, page 4"], "title": "Red Dragon Mask"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.", "text | You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.", "text | If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.", "text | The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.", "text | Source: Princes of the Apocalypse, page 223"], "title": "Weird Tank"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.", "text | Damage Absorption: You have resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.", "text | Draconic Majesty: While you are wearing no armor, you can add your Charisma bonus to your Armor Class.", "text | Dragon Breath: If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.", "text | Dragon Sight: You gain darkvision out to 60 feet, or to an additional 60 feet if you already have that sense. Once per day, you can gain blindsight out to 30 feet for 5 minutes.", "text | Dragon Tongue: You can speak and understand Draconic. You also have advantage on any Charisma check you make against White Dragons.", "text | Legendary Resistance: (1/Day) If you fail a saving throw, you can choose to succeed instead.", "text | Winter's Fury: While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.", "text | Source: Rise of Tiamat Online Supplement, page 4"], "title": "White Dragon Mask"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again.", "text | The suit regains all of its expended charges after spending at least 1 hour in an elemental air node.", "text | Source: Princes of the Apocalypse, page 223"], "title": "Wingwear"},
{"contents": ["property | Type | Wand", "text | Requires Attunement", "text | This wand looks and feels like an icicle. You must be attuned to the want to use it.", "text | The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand melts away, forever destroyed.", "text | Source: Hoard of the Dragon Queen, page 94"], "title": "Wand of Winter"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Damage 1H: | 1d8", "property | Property | Finesse, Versatile", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 2H: | 1d10", "property | DmgType | Slashing", "property | Roll | 1d8", "text | Requires attunement by a creature of non-evil alignment", "text | Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer.", "text | 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.", "text | 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.", "text | While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn.", "text | Sentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.", "text | The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while attuned to it.", "text | Personality: Forged by ancient sun worshippers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.", "text | Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.", "text | Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", "text | Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property \u2014 the damage when the weapon is used with two hands to make a melee attack.", "text | Source: Out of the Abyss, page 222"], "title": "Dawnbringer"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.", "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.", "text | Source: Out of the Abyss, page 222"], "title": "Piwafwi (Cloak of Elvenkind)"},
{"contents": ["property | Type | Wondrous item", "text | Requires Attunement", "text | This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It also grants resistance to fire damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.", "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.", "text | Source: Out of the Abyss, page 222"], "title": "Piwafwi of Fire Resistance (Cloak of Elvenkind)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | An obsidian spell gem can contain one cantrip from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and an attack bonus of +5.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Obsidian)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A lapis lazuli spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A lapis lazuli spell gem can store up to 1st level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Lapis lazuli)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A quartz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A quartz spell gem can store up to 2nd level spells. Spells cast from the spell gem have a save DC of 13 and an attack bonus of +5.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Quartz)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A bloodstone spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A bloodstone spell gem can store up to 3rd level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +7.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Bloodstone)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | An amber spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | An amber spell gem can store up to 4th level spells. Spells cast from the spell gem have a save DC of 15 and an attack bonus of +9.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Amber)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A jade spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A jade spell gem can store up to 5th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +9.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Jade)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A topaz spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17 and an attack bonus of +10.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Topaz)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A star ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A star ruby spell gem can store up to 7th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Star ruby)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A ruby spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A ruby spell gem can store up to 8th level spells. Spells cast from the spell gem have a save DC of 18 and an attack bonus of +10.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Ruby)"},
{"contents": ["property | Type | Wondrous item", "text | Attunement Optional", "text | A diamond spell gem can contain one spell from any class's spell list. You become aware of the spell when you learn the gem's properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class's spell list. Doing so doesn't require any components, and doesn't require attunement. The spell then disappears from the gem.", "text | A diamond spell gem can store up to 9th level spells. Spells cast from the spell gem have a save DC of 19 and an attack bonus of +11.", "text | You can imbue the gem with a spell if you're attuned to it and it's empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell's level must be no higher than the gem's maximum. IF the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.", "text | Once imbued with a spell, the gem can't be imbued again until the next dawn.", "text | Deep gnomes created these magic gemstones and keep the creation process a secret.", "text | Source: Out of the Abyss, page 223"], "title": "Spell Gem (Diamond)"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d6+4", "text | Requires attunement", "text | Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (investigation) checks while it is on your person.", "text | The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).", "text | When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.", "text | The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal's last charge, roll a d20. On a 1, the crystal vanishes, lost forever.", "text | Source: Out of the Abyss, page 223"], "title": "Stonespeaker Crystal"},
{"contents": ["property | Type | Wand", "property | Roll | 1d6+1", "text | Requires attunement", "text | Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.", "text | Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of oil of etherealness or universal solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.", "text | The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.", "text | A wand of viscous globs is destroyed if exposed to sunlight for 1 hour without interruption.", "text | Source: Out of the Abyss, page 223"], "title": "Wand of Viscid Globs"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 150"], "title": "Adamantine Spiked Armor"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +1", "text | You have a +1 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor +1"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +2", "text | You have a +2 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor +2"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "property | Bonus | Ac +3", "text | You have a +3 bonus to AC while wearing this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor +3"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to acid damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Acid Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to cold damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Cold Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to fire damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Fire Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to force damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Force Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to lightning damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Lightning Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to necrotic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Necrotic Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to poison damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Poison Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to psychic damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Psychic Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to radiant damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Radiant Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | Requires Attunement", "text | You have resistance to thunder damage while you wear this armor.", "text | Source: Dungeon Master's Guide, page 152"], "title": "Spiked Armor of Thunder Resistance"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | Stealth | Disadvantage", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 181"], "title": "Mariner's Spiked Armor"},
{"contents": ["property | Weight | 45", "property | Type | Medium Armor", "property | AC | 14", "text | 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.", "text | Source: Dungeon Master's Guide, page 182"], "title": "Mithral Spiked Armor"},
{"contents": ["property | Weight | 5", "property | Type | Adventuring gear", "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.", "text | Source: Curse of Strahd, page 221"], "title": "Tome of Strahd"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Range | 20/60", "property | Damage 1H: | 1d6", "property | Property | Thrown, Versatile", "property | DmgType | Piercing", "property | Damage 2H: | 1d8", "text | This item requires attunement", "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.", "text | 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.", "text | Source: Curse of Strahd, page 221"], "title": "Blood Spear"},
{"contents": ["property | Weight | 4", "property | Type | Melee weapon", "property | DmgType | Bludgeoning", "property | Bonus | Melee attacks +1", "property | Bonus | Melee damage +1", "property | Damage 1H: | 1d6", "text | This item requires attunement.", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "text | Source: Curse of Strahd, page 222"], "title": "Saint Markovia's Thighbone"},
{"contents": ["property | Type | Wondrous item", "property | Roll | 1d6+4", "text | This item requires attunement by a cleric or paladin of good alignment", "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.", "text | The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.", "text | The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.", "text | 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.", "text | 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.", "text | 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).", "text | Source: Curse of Strahd, page 222"], "title": "Holy Symbol of Ravenkind"},
{"contents": ["property | Weight | 10", "property | Type | Wondrous item", "property | Roll | 3d8+3", "text | This item requires attunement by a creature of good alignment", "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.", "text | The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | Source: Curse of Strahd, page 222"], "title": "Icon of Ravenloft"},
{"contents": ["property | Weight | 4", "property | Type | Staff", "property | Damage 1H: | 1d6", "property | Property | Versatile", "property | DmgType | Bludgeoning", "property | Damage 2H: | 1d8", "property | Roll | 1d6+4", "text | This item requires attunement", "text | Made from the branch of a Gulthias tree (see the blights 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.", "text | 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.", "text | 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).", "text | 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.", "text | Source: Curse of Strahd, page 221"], "title": "Gulthias Staff"},
{"contents": ["property | Weight | 3", "property | Type | Melee weapon", "property | Bonus | Melee attacks +2", "property | Bonus | Melee damage +2", "property | Damage 1H: | 1d8", "property | Property | Finesse, Versatile", "property | DmgType | Slashing", "property | Damage 2H: | 1d10", "text | This item requires attunement", "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.", "text | 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.", "text | 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.", "text | 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.", "text | 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.", "text | 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 shortswords or longswords, you are proficient with the sun blade.", "text | 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.", "text | 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.", "text | Source: Curse of Strahd, page 223"], "title": "Sunsword"}]