| d22 | Result | Descriptions |
|---|---|---|
1 |
*# +1 Wand of the War Mage* |
Wand, uncommon (requires attunement by a spellcaster) 1 lb. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll. Found On: Arcana - Uncommon, Relics - Uncommon Source: DMG'24, page 322. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1000gp |
2 |
*# +1 Weapon* |
Generic variant, uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Base items. This item variant can be applied to the following base items: Battleaxe (+1 Battleaxe) Found On: Armaments - Uncommon Source: DMG'24, page 324. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1000gp |
3 |
*# Amulet of Proof against Detection and Location* |
Wondrous item, uncommon (requires attunement) 1 lb. While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it. Found On: Arcana - Uncommon Source: DMG'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 20000gp |
4 |
*# Arcane Propulsion Arm* |
Wondrous item, very rare (requires attunement by a creature missing a hand or an arm) 1d8 Force Thrown (20/60 ft.) This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing. While attached, the prosthetic provides these benefits: The prosthetic is a fully capable part of your body. You can take an action to remove the prosthetic, and it removes itself if your attunement to it ends. It can't be removed against your will. The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches. 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. Source: ERLW, page 276 Cost: 22500gp |
5 |
*# Armor of Fungal Spores* |
Generic variant, uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Fungal Spores) Source: BMT, page 65 Cost: 500gp |
6 |
*# Armor of the Fallen* |
Generic variant, uncommon (requires attunement) While wearing this armor, you can use it to cast either Speak with Dead or Animate Dead. Once the armor has cast a spell in this way, it can't cast either spell until the next dawn. Your soul keeps this armor together. If you die while you are attuned to the armor, the armor is destroyed. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of the Fallen) Source: BMT, page 65 Cost: 3000gp |
7 |
*# Armor of Weightlessness* |
Generic variant, uncommon (requires attunement) This armor has 5 charges. While you wear it, you can use a bonus action to expend 1 or more charges to cast one of the following spells from the armor, targeting yourself: Jump (1 charge) or Levitate (2 charges). This armor regains 1d4 + 1 expended charges daily at dawn. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Weightlessness) Source: BMT, page 65 Cost: 2000gp |
8 |
*# Backpack Parachute* |
A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack. Source: WDH, page 47 Cost: 10gp |
9 |
*# Balloon Pack* |
Wondrous item, uncommon 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. 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. 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. Source: PotA, page 222 Cost: 275gp |
10 |
*# Bell Branch* |
Wondrous item, rare (requires attunement by a druid or warlock) This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it. The branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: As a bonus action, you can expend 1 charge to detect the presence of aberrations, celestials, constructs, elementals, fey, fiends, or undead within 60 feet of you. If such creatures are present and don't have total cover from you, the bells ring softly, their tone indicating the creature types present. As an action, you can expend 1 charge to cast protection from evil and good. Source: TCE, page 122 Cost: 2000gp |
11 |
*# Blasted Goggles* |
Wondrous item, uncommon (requires attunement) These tinker's goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or take 3d6 fire damage. The goggles regain 1d3 expended charges daily at dawn. Cursed. The goggles are cursed, and becoming attuned to them extends the curse to you. You can't remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic. Whenever you use the goggles' fiery beam and the target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours. Source: BMT, page 174 Cost: 500gp |
12 |
*# Blood Spear* |
Weapon (Spear), uncommon (requires attunement) Simple weapon, melee weapon 3 lb. 1d6 Piercing Thrown (20/60 ft.), versatile (1d8) Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon. 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. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Source: CoS, page 221 Cost: 8000gp |
13 |
*# Bloodrage Greataxe* |
Weapon (Greataxe), uncommon Martial weapon, melee weapon 7 lb. 1d12 Slashing Heavy, two‑handed You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. Source: BMT, page 66 Cost: 2000gp |
14 |
*# Bob* |
Weapon (Battleaxe) Martial weapon, melee weapon 4 lb. 1d8 Slashing Versatile (1d10) This +1 battleaxe floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to swim. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Source: ToA, page 89 Cost: 1500gp |
15 |
*# Boots of Striding and Springing* |
Wondrous item, uncommon (requires attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. Found On: Implements - Uncommon Source: DMG'24, page 240. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 5000gp |
16 |
*# Bracer of Flying Daggers* |
Wondrous item, rare (requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. Source: WDH, page 190 Cost: 500gp |
17 |
*# Bracers of Archery* |
Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. Found On: Armaments - Uncommon Source: DMG'24, page 240. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 2000gp |
18 |
*# Candle Mace* |
Weapon (Mace) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning You have a +1 bonus to attack and damage rolls made with this magic weapon. The head of this mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this mace, you can extinguish or ignite its light as an action. Source: BGDIA, page 39 Cost: 1100gp |
19 |
*# Card Sharp's Deck* |
Wondrous item, uncommon The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties: Deadly Deal. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 force damage on a hit. Spray of Cards. As an action, you can shuffle the deck and cast the Spray of Cards spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can't cast the spell again until the next dawn. Source: BMT, page 40 Cost: 1500gp |
20 |
*# Charm of Plant Command* |
Wondrous item, rare (requires attunement) This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt. This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day. Source: GoS, page 229 Cost: 3500gp |
21 |
*# Circlet of Blasting* |
Wondrous item, uncommon While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn. Found On: Arcana - Uncommon Source: DMG'24, page 244. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1500gp |
22 |
*# Cloak of Elvenkind* |
Wondrous item, uncommon (requires attunement) While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks. Found On: Implements - Uncommon Source: DMG'24, page 244. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 5000gp |