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Common, Uncommon, and Rare Items

See the end for an index by price.

Accompanying Instrument

Wondrous item; common (requires attunement by a Bard)

As an action you can start to play this instrument, after which it begins playing itself, floating within 5 feet of you as long as you maintain concentration, as if on a spell. All Charisma (Performance) ability checks made with the accompanying instrument are made with advantage.

Market Price: 45 gp


Acrid Arrow

Weapon; uncommon

This arrow’s tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.

Market Price: 430 gp


Acrobat's Belt

Wondrous item; uncommon

This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist.

The belt’s wearer gains advantage on Dexterity (Acrobatics) checks and can avoid attacks of opportunity by making a DC 15 Dexterity (Acrobatics) check.

Market Price: 390 gp


Adamantine Armor

Armor (medium or heavy); uncommon or rare

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.

Item Rarity Market Price
Ring Mail Uncommon 110 gp
Chain Shirt Uncommon 120 gp
Scale Mail Uncommon 130 gp
Chain Mail Uncommon 145 gp
Splint Mail Uncommon 240 gp
Breastplate Rare 550 gp
Half Plate Rare 850 gp
Plate Rare 1550 gp


Adder Sandals

Wondrous item; uncommon (requires attunement)

While wearing these sandals, you have advantage on Dexterity checks.

Market Price: 340 gp


Adderstaff

Staff; uncommon (requires attunement by a Cleric, Druid, or Warlock)

You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage and be Poisoned until the beginning of your next turn.

Market Price: 330 gp


Aegis Cloak

Wondrous item; uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Market Price: 500 gp


Aegis of Dread

Armor (shield); uncommon (requires attunement)

When a creature misses you with a melee weapon attack while you are holding this shield, you can use your reaction to cause the shield to emanate a sense of dread. The attacker must succeed on a DC 13 Wisdom saving throw or become frightened of you until the end of its next turn.

Market Price: 400 gp


Agile Armor

Armor; common, uncommon, or rare

This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.

Item Rarity Market Price
Hide Common 45 gp
Ring mail Common 70 gp
Chain shirt Common 90 gp
Scale mail Common 90 gp
Chain mail Uncommon 170 gp
Splint Uncommon 260 gp
Breastplate Rare 575 gp
Half plate Rare 875 gp
Full Plate Rare 1700 gp


All-Purpose Tool

Wondrous item; uncommon or rare (requires attunement by an Artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the 'Equipment' chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. This item can be used as a focus when casting artificer spells. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Item Rarity Market Price
+1 bonus Uncommon 340 gp
+2 bonus Rare 4350 gp


All-Weather Cloak

Wondrous item; common (requires attunement)

This warm and sturdy cloak is made of finely woven cloth. When you wear this cloak you become resistant to extreme hot or cold climates and no longer have to make saving throws to resist the effects of such environments. This cloak does not protect you from taking damage from cold or heat due to attacks, traps, or other adventuring hazards.

Market Price: 60 gp


Amphibious Cloak

Wondrous item; uncommon

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.

Market Price: 500 gp


Amulet of Mighty Strikes +1, +2, or +3

Wondrous item; uncommon or rare

This amulet bears a single syllable of meditation, and is found in both simple and ornate forms. When wearing an amulet of mighty strikes, your unarmed attacks have a +1 or better bonus to attack and damage and are considered magical.

Item Rarity Market Price
+1 Uncommon 400 gp
+2 Rare 3450 gp


Amulet of the Shield

Wondrous item; uncommon

This amulet can cast the Shield spell once per short or long rest.

Market Price: 300 gp


Arcane Amulet

Wondrous item; uncommon (requires attunement by a Sorcerer, Warlock, or Wizard)

This amulet is fashioned from a single Eberron dragonshard attuned to arcane magic. While you are wearing it, you gain the following benefits:

  • You can use the amulet as a spellcasting focus for arcane spells.

  • You can try to cast a cantrip that you don't know. The cantrip must be on your spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Market Price: 120 gp


Arcane Grimoire

Wondrous item; uncommon or rare (requires attunement by a Wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Item Rarity Market Price
+1 bonus Uncommon 430 gp
+2 bonus Rare 4450 gp


Arcanix Circlet of Intellect

Wondrous item; rare (requires attunement)

This style of magic circlet was developed by the wizards of arcanix, to ensure their best professors truly are the best. Your Intelligence score is 19 while you wear this circlet. It has no effect on you if your Intelligence is 19 or higher without it.

Market Price: 4650 gp


Arcanix Primer

Wondrous item; uncommon (requires attunement by a spellcaster)

The Arcanix Primer is a magic textbook created at Arcanix, the wizards' college of Aundair. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (History) or Intelligence (Arcana) check while holding the primer, you can expend 1 charge to give yourself a +5 bonus on the check, before you roll the check.

In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this Intelligence for this spell.

Market Price: 500 gp


Armblade

Weapon; common (requires attunement by a Warforged)

An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

Market Price: 80 gp


Arrowcatching Gloves

Wondrous item; uncommon (requires attunement)

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.

Market Price: 430 gp


Artificer's Appraisal Goggles

Wondrous item; uncommon (requires attunement)

These leather-framed goggles feature crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.

In addition, the goggles have 3 charges. You can spend 1 charge to cast identify as an action. The goggles recover 1d3 charges at dawn.

Market Price: 210 gp


Aundairian Hoverdisk

Wondrous item; rare

This 6-inch-wide disk of polished mithral is etched with arcane glyphs that seem always in motion, characteristic of pre-War Aundairian arcane engineering. When activated by its command word, the glyphs flare and project a solid disk of arcane force, 3 feet in diameter, on which the user can stand or sit.

The disk has a flying speed of 50 feet. It can carry up to 400 pounds, but if it bears more than 200 pounds, its flying speed is reduced to 30 feet. It is dynamically stabilized— tilting and shifting to keep its rider centered and upright, making it almost impossible to fall off.

As an action, you can also speak a command word to send the disk to a location within 1 mile of you, provided you are familiar with the place. It will fly there autonomously and remain hovering until recalled. A separate command word will call the disk back to you, assuming it is still within 1 mile.

When the user dismounts or lands on solid ground, the force disk dissipates and the mithral core returns to inert state.

Market Price: 3700 gp


Aundarian Monkswraps

Wondrous item; uncommon or rare

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.

Item Rarity Market Price
+1 Uncommon 390 gp
+2 Rare 3850 gp


Automated Alchemy Lab

Wondrous item; uncommon

This glass-walled box contains over a dozen smaller flasks that slowly refill if emptied. The central area is a small maze of glass funnels and piping. It has a wide-mouthed tap on one side. It is magically automated, and gives the impression of being ever in motion even when it hasn't been used for days. The device was originally designed for field researchers and expedition teams employed by the Library of Korranberg, and has since become a staple item for wealthy adventurers, Wayfinder agents, and House Ghallanda chefs alike.

When activated, the automated lab combines measures from its internal stock of unknowable reagents, allowing the vessel to produce a variety of mundane liquids. It is powered by an unseen servant effect and takes verbal commands. You can use an action and name one liquid from the table below to cause the automated lab to produce the chosen liquid. Afterward, you can turn the tap and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the lab can produce depends on the liquid you named.

Once the automated lab starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Market Price: 430 gp


Badger-hide Armor

Armor; uncommon

This hide armor is made from badger hide, and has been dyed black and white. It's plainly the work of a single dedicated druid or ranger and is likely a one-of-a-kind item. While wearing this armor, you have a burrowing speed of 20 feet in dirt, sand, or mud; and you have advantage on Wisdom (Perception) checks that rely on smell.

Market Price: 330 gp


Bag of Bounty

Wondrous item; uncommon

This is a sturdy leather sack with tiny Siberys shards embedded into the lining. You can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.

Food Quality Difficulty
Poor No roll required
Modest 10
Comfortable 13
Wealthy 15
Aristocratic 18

A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.

Market Price: 260 gp


Barrier Tattoo

Wondrous item; uncommon or rare (requires attunement)

Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection: While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit.

Rarity AC Market Price
Uncommon 12 + your Dex mod 390 gp
Rare 15 + your Dex mod (max of +2) 2950 gp


Battlefocus Diadem

Wondrous item; common (requires attunement)

Dhakaani hobgoblins use these circlets to unnerve enemies and maintain psychological dominance over their troops. When worn it gives your face a fearsome, savage cast that you can't turn off. You gain advantage on Charisma (Intimidation) ability checks but disadvantage on Charisma (Persuasion) ability checks.

Market Price: 55 gp


Bearclaw Gloves

Wondrous item; uncommon (requires attunement)

The leather gloves are made from treated bearhide and lined with fine bear fur. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.

Market Price: 500 gp


Beast Charm

Wondrous item; uncommon (requires attunement by a Barbarian, Druid, or Ranger)

This periapt is made of a rare aromatic wood. It's designed around several canine teeth of different animals. The both are bound up in leather thong as a sort of fetish, granting familiarity with all beasts by sympathetic magic. While wearing this around your neck, you gain advantage on Wisdom (Survival) checks made to track beasts and on Wisdom (Animal Handling) checks to interact with them.

Market Price: 330 gp


Birdcall Wand

Wand; common

This wooden wand is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the wand and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The wand regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the wand explodes in a harmless cloud of bird feathers and is lost forever.

Market Price: 70 gp


Black Highwayman's Band

Wondrous item; rare

The Black Highway smuggling operation developed these simple drab-looking bracelets to ensure their highwayman always had a shield and a weapon at the ready, even when they had to go unarmed on a job. The bracelet has 3 charges. It regains 1d3 spent charges daily at dawn.

As a bonus action, you can expend 1 charge to cause the bracelet to form either a light melee weapon of your choice or a shield, crafted of force. If you aren't proficient in shields, you are considered proficient with the shield created by the latter effect, while the former functions as a magic weapon of the type chosen. Neither the shield nor the weapon can be disarmed, stolen, or damaged, but they are vulnerable to spells and effects which affect force, such as disintegrate. Either effect lasts for 1 minute.

Once created, the object remains in its chosen form and cannot be changed, though you can deactivate the assassin's band as an action and reactivate it on a subsequent turn to produce a different form.

Market Price: 1400 gp


Blightstaff

Staff; rare

The Blightstaff is a knotted wet-looking wooden magical staff that is covered in lichen and topped with a large uncut amethyst. When activated, the dozen small knot holes within it begin to exude dozens and dozens of small flying beetles that swarm out of the staff onto the ground.

As a bonus action, the Blightstaff allows the wielder to summon a swarm of flying beetles once per long rest that act on the wielder's turn and can make a bite attack within a range of 30 feet. The swarm lasts for one minute and does 4d4 piercing damage.

Market Price: 3700 gp


Blinding Lantern

Wondrous item; uncommon

This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet.

You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 13 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can’t be used in a brightly lit area.

By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.

Market Price: 240 gp


Blinkback Belt

Wondrous item; uncommon

A rugged, leather belt containing multiple loops and small sheathes that can hold up to four weapons. Any such weapon with the thrown property that is held in the belt and then thrown by the wearer is magically transported back to this belt directly after the attack.

Market Price: 200 gp


Bloodrage Greataxe

Weapon (greataxe); uncommon

You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.

Market Price: 500 gp


Bloodstone Collar

Wondrous item; uncommon

This leather collar is studded with red and black heliotropes and fastened with an iron clasp. It functions only when worn by a familiar conjured with the find familiar spell. If a familiar wearing a bloodstone collar is reduced to 0 hit points, one of the heliotrope studs cracks and the damage from that effect is reduced so that the familiar remains at 1 hit point rather than disappearing. Its master then takes one-half of any damage resisted in this fashion; this damage bypasses any resistances or immunities the master has. The familiar's master can refuse this damage, but the feedback of doing so destroys the familiar's physical form and the bloodstone collar.

The familiar can still be conjured back with a new find familiar spell as normal. Once all three studs are cracked, the bloodstone collar crumbles to dust. Its power is not triggered by effects that do not deal hit point damage.

Market Price: 300 gp


Bone Knight Armor

Armor; rare

This armor is of Karrnathi make, drawing on the necromantic magic that support their undead battalions. It is sometimes worn by their legendary bone knights. Its torso pieces are stylized to resemble a rib cage, and it is decorated with skeletal imagery.

The armor has 5 charges, and it recovers 1d4+1 charges each day at dawn. When a creature within 5 ft. of you deals damage to you in combat, you may activate the armor as a reaction, spending 1 charge. The attacker is dealt 1d6 necrotic damage and 1d6 magical piercing damage.

Market Price: 3100 gp


Boromar Quick-Escape Ring

Ring; uncommon (requires attunement)

It's believed that the Boromar Clan of Sharn developed this ring to help their agents get out of tough situations. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While you wear this ring you have the following options:

  • As a bonus action, you can spend 1 charge to create a fog cloud effect centered on your square. You create a 20-foot radius sphere of fog. It spreads around corners and its area is heavily obscured. It lasts for 1 minute. It does not move with you.

  • As a reaction, you can spend 1 charge to gain advantage on an Athletics or Acrobatics check made to evade a grapple or shove attempt, or to escape a grapple you're already in.

Market Price: 370 gp


Bottled Breath

Potion; uncommon [consumable]

This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.

If you exhale 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.

Market Price: 170 gp


Bound Golubbhan Reservoir

Wondrous item; rare

This arcane containment vessel is forged of reinforced crysteel and traced with elemental binding glyphs native to Zilargo and House Cannith workshops. Inside, a minor golubbhan—a type of water elemental—has been ritually bound to serve as a limitless source of pressurized water. The vessel weighs 2 pounds and sloshes faintly when handled.

As an action, you may unseal the reservoir and speak one of three command phrases. On activation, the bound elemental releases water—either fresh or salt, at your discretion—until the start of your next turn. The mode of release depends on the phrase used:

  • “Stream” releases a controlled outflow of 1 gallon.

  • “Fountain” releases a steady flow of 5 gallons.

  • “Geyser” expels a high-pressure jet: 30 gallons of water erupt in a 30-foot-long, 1-foot-wide torrent. As a bonus action, you may direct this jet at a creature within 30 feet. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Alternatively, you may target an unsecured object weighing up to 200 pounds, knocking it over or pushing it up to 15 feet away.

The reservoir's containment enchantments prevent exhaustion or disruption of the elemental source, making it a reliable and reusable tool for engineers, artificers, and adventurers alike.

Market Price: 4000 gp


Bountiful Scrollcase

Wondrous item; uncommon

House Cannith developed this item to facilitate its artificers in the field, particularly in combat situations during the war. With this case by their side an artificer— or anyone capable of using scrolls— has any scroll in their collection at their fingertips.

This durable scrollcase is typically made of ivory with metal fittings. When closed it is completely waterproof. A bountiful scroll case can hold up to 50 scrolls (scrolls with multiple spells count treat each spell as a separate scroll). You also can store maps or similar objects within the case, with each one counting as a single scroll. You can draw forth any scroll or map from the bountiful scroll case or return a scroll or map that you are holding into it as a bonus action.

Market Price: 200 gp


Breacher's Dust

Wondrous item; rare [consumable]

Designed for Brelish strike teams, this golden powder stuns and disorients hostiles. Found in a small brass container imprinted with the House Cannith seal, this powder resembles very fine sand. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or starting coughing and sneezing uncontrollably. A creature affected in this way is incapacitated and their speed is 0. 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.

Market Price: 1350 gp


Brelish Archer's Bands

Wondrous item; rare (requires attunement)

Issued by Breland's elite sky patrol archers, these bracers are tuned for consistent damage at range.

While wearing these bands, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Market Price: 1600 gp


Brelish Manifold Quiver

Wondrous item; uncommon

This multi-compartment quiver was designed for specialist Brelish archers during the Last War. 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.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Market Price: 500 gp


Brooch of Bargaining

Wondrous item; uncommon

The original design for this brooch goes back to the artificers of the Mror Holds. Although what you hold in your hand is an evident copy it's still designed in the stocky Mror style. While wearing this brooch you gain advantage on Charisma (Persuasion) checks.

Market Price: 165 gp


Buoyancy Elixir

Potion; common [consumable]

When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.

Market Price: 80 gp


Cannith Smog Wand

Wand; rare

This wand has 5 charges. While you're attuned to it, you can spend 1 charge as an action to cast one of the following spells:

  • Fog Cloud (1 charge)

  • Stinking Cloud (3 charges)

The wand regains 1d4+1 expended charges daily at dawn.

Market Price: 2500 gp


Cardsharp's Fold

Wondrous item; common (requires attunement)

Plain and forgettable, this hat is passed quietly between professional cheats. It’s not flashy, but when the stakes are high, it helps you know just when to call, fold, or switch your bet. The wearer of this hat is inexplicably lucky when engaged in games of chance. Whenever gambling with dice, the wearer may roll twice and choose either outcome to represent this luck. Whenever the wearer is choosing a card, shell, racer, fighter, or otherwise placing stakes, you may learn the outcome of one other choice and choose that instead if you wish.

Market Price: 55 gp


Cavalier's Saddle

Wondrous item; uncommon

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.

Market Price: 370 gp


Chain of Returning

Wondrous item; uncommon

This chain can be attached to any weapon, granting that weapon the Thrown property (range of 30 feet). Once the attached weapon has been thrown, the user can make a DC 12 Strength (Athletics) check to return the weapon to their hand as a bonus action.

Market Price: 165 gp


Changeling Brooch

Wondrous item; uncommon (requires attunement)

This is a compact brooch is made with a gem of polished obsidian. It's typically worn somewhere concealed, such as the inside flap of a jacket. The Boromar gang of Sharn came up with the original schema for this now-widespread item.

While wearing this brooch, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Market Price: 500 gp


Charlatan's Dice

Wondrous item; common (requires attunement)

These two six-sided dice appear unremarkable at first glance, but subtle enchantments and fine arcane etching link them together deceptively. When you attune to the pair, you gain the following benefits:

  • When you roll one or both these dice, or one while the other is on your person, you may choose which number appears face-up on the rolled die. The die tumbles and lands normally but always shows your chosen result.

  • As a bonus action, you can mentally alter the appearance of both dice to mimic any nonmagical six-sided dice. Both must be within 5 ft.

  • While attuned, you can always recognize either die on sight, regardless of magical disguise, illusions, or mimicry. This recognition is automatic and requires no action.

To all but the most careful observers, the dice appear perfectly mundane. Gambling houses and confidence tricksters across Khorvaire know them by rumor, and possession of a pair can invite either admiration or broken fingers.

Market Price: 80 gp


Charming Spectacles

Wondrous item; uncommon (requires attunement)

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.

Market Price: 210 gp


Circlet of Telepathy

Wondrous item; rare (requires attunement)

These circlets originate from the underworld of Sharn. It's not known which criminal organization created them, though suspicion rests on the changeling gang the Tyrants.

While wearing this circlet, you can use an action to cast detect thoughts (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply— using a bonus action to do so— while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Market Price: 4100 gp


Clairvoyance Wand

Wand; uncommon

This wand has three charges. While wearing it, you can use an action and expend a charge to cast clairvoyance. The wand regains 1d3 expended charges daily at dawn.

Market Price: 300 gp


Clarota's Helmet

Wondrous item; rare

This helmet is a haphazard cluster of patches of metal and iron, shaped like a skullcap, that glows a dim blue. When worn, it grants the wearer advantage on Wisdom saving throws against magic.

Market Price: 1550 gp


Clawsharp Insignia

Wondrous item; uncommon

This insignia bears a holy symbol from the draconic spiritual tradition of Q'barra kobolds, worked in silver and brass. The metal gleams when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia, you gain a +1 bonus to attack and damage rolls with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Market Price: 430 gp


Cleansing Stone

Wondrous item; common

A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.

Market Price: 100 gp


Climbing Elixir

Potion; common [consumable]

When you drink this elixir, 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 elixir is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Market Price: 40 gp


Coiling Grasp Tattoo

Wondrous item (tattoo); rare (requires attunement)

Produced by a special needle, this magic tattoo has long intertwining designs.

Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Grasping Tendrils: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Market Price: 4650 gp


Collapsible Pole

Wondrous item; common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Market Price: 40 gp


Corrosion Dust

Wondrous item; uncommon [consumable]

As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.

Market Price: 500 gp


Cutthroat's Blade

Weapon (dagger or shortsword); common

You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.

Item Rarity Market Price
Dagger Common 70 gp
Shortsword Common 90 gp


Cyran Chiroptine Elixir

Potion; rare [consumable]

Cyre developed these elixirs to give their special forces an advantage of conditions of pitch darkness. The bottle bears the royal seal of Cyre. Few enough of those now. The elixir is inky black and usually comes in a spiral-shaped glass bottle with a tin lid. For 8 hours after drinking this elixir, you have blindsight out to a range of 30 feet. If you already have blindsight, this elixir increases its range by 30 feet.

Market Price: 2900 gp


Cyran Resonance Key

Wondrous item; uncommon or rare (requires attunement by a Bard)

This tuning fork responds to the emotional intent of the wielder; most are relics from Cyre’s golden age of artifice. It hums faintly when held near a musical instrument or spoken verse. While you carry it, you gain a bonus to spell attack rolls and the saving throw DCs of your bard spells, based on the item’s rarity.

Once per day, you may strike the fork and attune it to your own rhythm. As an action, you regain one use of your Bardic Inspiration feature. This property can’t be used again until the next dawn.

Item Rarity Market Price
+1 Uncommon 105 gp
+2 Rare 2400 gp


Cyran Skystep Boots

Wondrous item; rare (requires attunement)

These boots are made with levitation runes etched into their silver-threaded soles. The Cyran military devised these for paratrooper-style insertions during border raids. They hum faintly when activated.

The pair of boots have 4 charges. They recover 1d3+1 charges each morning at dawn. While wearing them, you can spend 1 charge to gain a flying speed equal to your walking speed. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

Market Price: 3450 gp


Dancers' Boots

Wondrous item; uncommon (requires attunement)

Several leading bardic colleges of the Five Nations collaborated on designing these boots. On the night of a big show of a play or musical, a pair often finds its way into the star's dressing room— with the understanding they're just for that night. These boots make your every movement smoother, stealthier, and more elegant. While attuned and wearing them you gain the following benefits:

  • You gain a +10 ft. bonus to your vertical jumping height.

  • You can leap up to 10 feet vertically without effort or needing to roll an Athletics check.

  • When you take a fall of up to 30 feet, you can land safely taking no damage— although you always land in a rather dramatic manner.

  • If you fall more than 30 feet, reduce the total fall distance used to calculate damage by 30 feet.

Market Price: 300 gp


Darkvision Goggles

Wondrous item; uncommon

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.

Market Price: 370 gp


Deathfeeding Axe

Weapon; rare

This weapon is made of a silver-grey metal of unknown origin. The sides of the axehead are inscribed with symbols of the Keeper, god of death. While you wield this weapon, when you reduce a living creature to 0 hit points, you regain 2d6 hit points.

Market Price: 3150 gp


Dhakaani Might Coin

Wondrous item; common [consumable]

This heavy bronze coin bears the crest of a long-dead Kech clan and is etched with a stylized war cry in Dhakaani script. You can clench it in your hand as an action. Doing so gives you advantage on Strength checks and Strength saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Market Price: 45 gp


Dragon Vessel

Wondrous item; uncommon or rare

This vessel can be a elixir bottle, drinking horn, or other container meant to hold a liquid.

Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): Ale, Olive Oil, a Elixir of Healing, or a Elixir of Climbing. Once this property is used, it can’t be used until the next dawn. A elixir you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

Stirring (Rare). In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with Mead, a Elixir of Fire Breath, or a Greater Elixir of Healing.

Wakened (Very Rare). In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with Wine, a Elixir of Flying, or a Superior Elixir of Healing.

Ascendant (Legendary). In addition to the options for other states, you can fill an Ascendant vessel with Whiskey, a Supreme Elixir of Healing, or a Elixir of Dragon’s Majesty.

Item Rarity Market Price
Slumbering Uncommon 440 gp
Stirring Rare 2850 gp


Dragon's Wrath Weapon

Weapon; uncommon or rare (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

Slumbering (Uncommon): Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

Stirring (Rare): The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.

Wakened (Very Rare): The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.

As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.

Ascendant (Legendary): The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.

The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.

Item Rarity Market Price
Slumbering Uncommon 370 gp
Stirring Rare 4300 gp


Dragon-Touched Focus

Wondrous item; uncommon or rare (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.

Slumbering (Uncommon): You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Stirring (Rare): The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:

Chromatic: Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.

Metallic: When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.

Wakened (Very Rare): The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.

chromatic: hold monster, rime’s binding ice

metallic. fizban’s platinum shield, legend lore

Ascendant (Legendary). The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

Item Rarity Market Price
Slumbering Uncommon 320 gp
Stirring Rare 3300 gp


Dragonhide Belt

Wondrous item; uncommon or rare (requires attunement by a Monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.

Item Rarity Market Price
+1 Uncommon 500 gp
+2 Rare 2500 gp


Dragonshard Conduit

Wondrous item; uncommon or rare (requires attunement by a Sorcerer)

This is a forged capsule containing an Eberron dragonshard, etched with dense arcane runes. Once attuned, it acts as a resonant amplifier of sorcerous power.

To attune to the conduit, a sorcerer must spend a short rest meditating with it, aligning its arcane lattice with their magical aura. While attuned:

  • You can use the core as a spellcasting focus for your sorcerer spells.

  • You gain a bonus to spell attack rolls and the saving throw DC of your sorcerer spells. The bonus is determined by the core's rarity: +1 (uncommon), +2 (rare), +3 (very rare).

In addition, once per day, when you roll any Hit Dice to regain hit points, the resonant surge through the conduit restores a number of sorcery points equal to twice its bonus as it draws latent energy from the dragonshard’s planar resonance.

Item Rarity Market Price
+1 Uncommon 440 gp
+2 Rare 4850 gp


Dragoons' Gauntlets

Wondrous item; rare (requires attunement)

These gloves were developed to help specialist heavy dragoons with the great strength called for by their combat role. Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Market Price: 4650 gp


Dread Circlet

Wondrous item; common

This blackened iron circlet is set with a sliver of garnet glass. While you wear it, your eyes glow with a dim red light — a haunting effect.

Market Price: 60 gp


Durable Book

Wondrous item; common

The gnomes of House Sivis developed these highly durable books.

This book is crafted entirely from durable paper, bound with enchanted thread and covers.

It is immune to the effects of fire, water, mold, insects, mundane wear, and time.

Its contents cannot be altered or destroyed except by a disintegrate spell or similar high-level magic.

Sivis archivists and inquisitives use durable books to preserve sensitive knowledge across generations, even in hostile environments.

Market Price: 55 gp


Durable Paper

Wondrous item; common

The gnomes of House Sivis developed this paper, which is resistant to fire, water, tearing, and age. It cannot be burned, soaked, crumpled, or torn by nonmagical means. It resists magical damage as if it had resistance to all damage types. Writing on it cannot be smudged or erased except by deliberate magical means (such as dispel magic or wish).

A creation of the meticulous Sivis gnomes, durable paper is prized for secure recordkeeping, long-term contracts, and arcane formulae.

Market Price: 30 gp


Eagle-eyed Spectacles

Wondrous item; uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, you have a +5 bonus to 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.

Market Price: 430 gp


Eldeen Agile Staff

Weapon; uncommon

Blessed walking sticks of this kind have been crafted by the druids of the Eldeen Reaches for thousands of years. This simple gnarled walking stick aids travel or uneven ground.

While holding this gnarled walking stick, your walking speed increases by 5 feet.

You have advantage on Dexterity (Acrobatics) checks and saving throws made to resist being knocked prone, shoved, or losing your footing. If an effect deals damage and would also knock you prone, you gain advantage only on the part of the effect that knocks you prone; you must use your original die roll to determine damage taken.

The agile alpenstock can be used as a quarterstaff in combat. It is a magical weapon but provides no bonus to attack or damage rolls.

Market Price: 300 gp


Eldeen Manifest Stone

Wondrous item; common

Gatekeeper druids of the Eldeen Reaches created these stones to alert them when entering a manifest zone. Their work often takes them into the strangest parts of the forest, where discovering an unmapped zone quickly can be vital.

This ring-shaped stone has a hole worn through its center and is typically worn on a leather thong around the neck. It can be carried in any way, as long as it remains visible when it flashes.

When moving into or out of a manifest zone, the stones briefly flash bright light in a 5-foot radius and dim light for an additional 5 feet. The color of the light changes based on which plane they've now passed into. A DC 10 Arcana check is enough to identify which plane the stone is indicating. It's always the same color for each plane so once the user has learned the color once you won't need to repeat the check for that plane.

Market Price: 80 gp


Eldeen Moon Sickle

Weapon; uncommon or rare (requires attunement by a Druid or Ranger)

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon's rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can add your Wisdom score to one roll of the dice, provided you are holding the sickle.

Item Rarity Market Price
+1 bonus Uncommon 500 gp
+2 bonus Rare 4100 gp


Eldeen Ranger's Mantle

Wondrous item; uncommon (requires attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing it:

  • You gain advantage on Dexterity (Stealth) checks made in natural environments.

  • You can use it as a spellcasting focus for your druid and ranger spells.

  • In an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Market Price: 370 gp


Eldritch Claw Tattoo

Wondrous item (tattoo); rare (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Market Price: 2400 gp


Elemental Gem

Wondrous item; rare [consumable]

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.

Gem Summoned Elemental
Blue sapphire Air elemental
Yellow diamond Earth elemental
Red corundum Fire elemental
Emerald Water elemental
White Spinel Frost elemental

Market Price: 675 gp


Elixir of Highly Effective Coffee

Potion; common [consumable]

When you drink this elixir, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits.

This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.

Market Price: 45 gp


Elixir of Resistance

Potion; uncommon [consumable]

When you drink this elixir, you gain resistance to one type of damage for 1 hour.

Item Rarity Market Price
Elixir of Resist Acid Damage Uncommon 105 gp
Elixir of Resist Cold Damage Uncommon 200 gp
Elixir of Resist Fire Damage Uncommon 500 gp
Elixir of Resist Force Damage Uncommon 330 gp
Elixir of Resist Lightning Damage Uncommon 330 gp
Elixir of Resist Necrotic Damage Uncommon 200 gp
Elixir of Resist Poison Damage Uncommon 105 gp
Elixir of Resist Psychic Damage Uncommon 200 gp
Elixir of Resist Radiant Damage Uncommon 200 gp
Elixir of Resist Thunder Damage Uncommon 200 gp


Enchanting Perfume

Wondrous item; common [consumable]

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.

Market Price: 80 gp


Enlarging Elixir

Potion; uncommon [consumable]

When you drink this elixir, you gain the following benefits for 1 hour:

  • Your size doubles in all dimensions, and your weight increases eight-fold.

  • Your size increases by one size category. If this increases your size above Medium your reach increases by 5 ft.

  • You have advantage on Strength checks and Strength saving throws.

  • Your weapons and equipment scale to match your new size. If you let go of any item it returns to its normal size.

  • Whenever you make a successful melee attack with an enlarged weapon, roll the damage dice twice and take the higher value. This does not apply to ranged attacks since the projectile reduces to its normal size once it leaves your grasp.

If there isn’t enough room to increase your size, you attain the maximum possible size in the space available.

Market Price: 390 gp


Entanglement Wand

Wand; uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20.

Market Price: 500 gp


Everbright Lantern

Wondrous item; common

This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.

Market Price: 55 gp


Everburning Torch

Wondrous item; common

This item appears to be identical to a regular torch. However, when you speak a command word it lights up with a green flame and continues burning until you speak another command word. The torch provides bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Market Price: 70 gp


Everpolished Armor

Armor; common, uncommon, or rare

This armor is imbued with a minor persistent abjuration field that repels grime and tarnish, keeping it bright. Everpolished armor ensures its wearer appears immaculate regardless of the surrounding chaos.

While wearing this armor, it remains spotless and gleaming at all times, even in mud, blood, or ash. The effect is purely cosmetic: dents and cracks may still form, but the armor's surface always looks pristine unless physically damaged.

In many military and political circles, armor that remains clean is viewed as a symbol of discipline, magical superiority, or social standing, and may afford its wearer greater credibility — or suspicion.

Item Rarity Market Price
Ring Mail Armor Common 90 gp
Chain Shirt Armor Uncommon 120 gp
Scale Mail Armor Uncommon 120 gp
Chain Mail Armor Uncommon 130 gp
Splint Armor Uncommon 220 gp
Breastplate Armor Uncommon 440 gp
Half Plate Armor Rare 800 gp
Plate Armor Rare 1450 gp


Fabulist's Pendant

Wondrous item; uncommon (requires attunement)

This enchanted gem is useful to changelings expecting the unexpected that day. It's typically found as a pendant but can also be set into a ring or brooch. While wearing the gem, you gain the following benefits.

Counterfeit Coins: You can use your action to magically create a pile of coins, worth no more than 100 gp total, in an unoccupied space within 10 feet of yourself. The pile must appear on a surface that can support it. After 1 hour, the coins vanish, regardless of where they are. Once this action is used, it can’t be used again until the next dawn.

Illusory Fashion: As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color, and apparent quality of what you’re wearing, or you can make it appear as if you were wearing different garments entirely. In either case, the changes wrought by this magic fail to pass physical inspection.

Market Price: 250 gp


Faithful Amulet

Wondrous item; uncommon or rare (requires attunement by a Cleric or Paladin)

This amulet bears an indistinct holy symbol. When picked up by a cleric or paladin, the image changes to one that's holy to their faith. While you wear the holy symbol, you can use it as a focus for your cleric or paladin spells. You also gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, if you are a cleric, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Item Rarity Market Price
+1 bonus Uncommon 430 gp
+2 bonus Rare 4650 gp


Farsight Scope

Wondrous item; common

This sleek, rune-etched scope is designed to mount onto any crossbow. Its black finish always appears freshly wet, as if caught in a recent downpour. It has a maker's mark from the Brelish army.

While this scope is affixed to a crossbow and you are attuned to it, the weapon's normal range and long range are both increased by 30 feet. Affixing or removing the scope requires 1 minute of work. It requires no tools, as the scope fits itself into place as though adhered.

Market Price: 80 gp


Feather Fall Token

Wondrous item; common [consumable]

This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, it activates and casts feather fall for you. You descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

Market Price: 30 gp


Finder's Goggles

Wondrous item; rare (requires attunement)

The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:

  • When you make a Wisdom (Insight) check, you make the check with advantage.

  • As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make a Wisdom (Insight) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature's type and can immediately use the goggles to cast locate creature to find that creature. This property can't be used again until the next dawn.

Market Price: 3750 gp


Fire Breath Elixir

Potion; uncommon [consumable]

Once you have drunk this elixir, you become able to exhale fire. As an action you can exhale fire in a 30 ft. cone. Creatures in the cone must make a DC 13 Dexterity saving throw. On a failed save they take 5d6 fire damage; on a success damage is halved.

Market Price: 300 gp


Firebrand Warhammer

Weapon; rare (requires attunement)

Firebrand Warhammer is a giant, black jagged warhammer that belonged to the duergar general. The warhammer has a +1 bonus to attack and damage rolls. The wielder can set the weapon on fire at will. While it is on fire, it deals an extra 1d6 fire damage.

Market Price: 2850 gp


Fog Canister

Wondrous item; uncommon (requires attunement by an Artificer)

This small brass canister contains a khyber dragonshard, and has a vented lid with sealable shutters. Within is bound a water elemental. As an action, you can activate it, opening the shutters which rapidly will emit a fog cloud to a radius of 40 ft, heavily obscuring the area. Thereafter the fog cloud expands by 10 feet per round to a maximum radius to 100 ft. A bonus action shuts it off. The cloud disperses 10 minutes later.

Market Price: 430 gp


Folding Boat

Vehicle; uncommon

This magical boat is made of a fine, waterproofed, wafer-thin wood and fabric composite. The boat folds down into a square packet that can be stored inside a standard backpack. Assembling the boat takes 1 round and a successful DC 15 Strength (Athletics) check. The boat unfolds into a roughly 10 ft. long, shallow-hulled rowboat capable of holding 4 Medium creatures at a combined weight of up to 800 lbs. It does not come with oars, and those must be acquired and stored separately. The boat has a speed of 3 miles per hour, or 24 miles per day on calm water.

While mainly used for crossing rivers and lakes, in a pinch the boat can be used for short coastal trips. Operating it during a storm or otherwise rough waters instills disadvantage on Wisdom (Survival) rolls to navigate, as the boat is not as stable as a normal vessel of the same size would be. The hull has an AC of 3 against attackers and cannot be repaired if punctured except by an exceptionally skilled craftsperson, requiring a successful DC 25 Dexterity (Sleight of Hand) check. If the weight limit is exceeded by more than 40 lbs., the boat is destroyed.

Market Price: 165 gp


Foldspace Satchel

Wondrous item; uncommon

These satchels were created by House Cannith artificers experimenting with planar geometry. Its inner space feels oddly taut, like being inside a crumpled map of space. It has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Market Price: 130 gp


Glamerweave

Wondrous item; common or uncommon

Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can make the check with advantage. After you use the garment this way you can't do so again until the next dawn.

Item Rarity Market Price
Regular Glamerweave Common 55 gp
Superior Glamerweave Uncommon 300 gp


Goodberry Wine

Wondrous item; common [consumable]

Drinking this wine heals 10 hit points. This effect is not subject to that property of the Mournland that prevents nearly any kind of natural or magical healing from working.

Market Price: 100 gp


Grey Medallion

Wondrous item; uncommon (requires attunement)

This mysterious medallion is made of pewter. It has what looks like writing on it, but in no language you know. The design seems change based on who's looking on it.

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.

Market Price: 500 gp


Hand Cone of Clarity

Wondrous item; uncommon

The Hand Cone of Clarity is a customized item crafted for Scanlan Shorthalt by Tiberius Stormwind. When spells or bardic abilities are cast through the Hand Cone, it increases the spell DC by 1.

Market Price: 370 gp


Handy Spice Pouch

Wondrous item; common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.

Market Price: 45 gp


Healing Elixir

Potion; common, uncommon, or rare [consumable]

You regain hit points when you drink this elixir. The number of hit points depends on the elixir's rarity, as shown in the Potions of Healing table. Whatever its potency, the elixir's red liquid glimmers when agitated.

Item Rarity HP Regained Market Price
Least Healing Elixir Common 2d4+2 55 gp
Lesser Healing Elixir Uncommon 2d8+4 200 gp
Greater Healing Elixir Uncommon 4d8+8 300 gp
Superior Healing Elixir Rare 4d10+20 1200 gp


Hoverlamp

Wondrous item; uncommon

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 spells. Once used, the Daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Market Price: 220 gp


Hrazhak Gloves

Wondrous item; uncommon (requires attunement)

This glove design sources to the shifters of Eldeen. The sport of hrazhak is pursuit-based and played on natural courses featuring climbing and swimming challenges. 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.

Market Price: 240 gp


Ill-fortune Blade

Weapon; rare (requires attunement)

This weapon bears holy symbols to Ollarasht the Gambler— the Orcish version of Olladra— including dice and playing cards. Once per turn, when you hit a creature with an attack roll using this magic weapon, you can force the target to make a DC 13 Charisma saving throw. On a failure, the target has disadvantage on their next attack roll or saving throw made before the end of your next turn.

Item Rarity Market Price
Sickle Rare 1500 gp
Handaxe Rare 1750 gp
Dagger Rare 2000 gp
Spear Rare 2000 gp
Shortsword Rare 2300 gp
Battleaxe Rare 2600 gp
Longsword Rare 2600 gp
Scimitar Rare 2600 gp
Rapier Rare 2900 gp
Glaive Rare 3050 gp
Halberd Rare 3050 gp
Greataxe Rare 3150 gp
Greatsword Rare 3350 gp


Illusive Instrument

Wondrous item; common (requires attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Market Price: 70 gp


Imbued Wood Focus

Wondrous item; common (requires attunement)

An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus.

When you cast a damage-dealing spell using this item as your spellcasting focus, if the damage is of the type associated with the item's wood, you add your spellcasting ability modifier to one damage roll of the spell. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.

Item Damage Type Rarity Market Price
Shavarran Birch Force Common 55 gp
Mabaran Ebony Necrotic Common 70 gp
Irian Rosewood Radiant Common 70 gp
Xorian Wenge Psychic Common 80 gp
Lamannian Oak Lightning or thunder Common 80 gp
Risian Pine Cold Common 90 gp
Kythrian Manchineel Acid or poison Common 90 gp
Fernian Ash Fire Common 100 gp


Infiltrators' Gloves

Wondrous item; uncommon

These delicate silk gloves are the creation of House Phiarlan. The threads are embedded with illusion magic to subtly mask your hand movements. They fit snugly to your hands when worn and become invisible. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Market Price: 300 gp


Instrument of the Bards

Wondrous item; rare (requires attunement by a Bard)

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.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments share the spells fly, invisibility, levitate, protection from evil and good.

Instrument-specific spells are given on the table.

Item Rarity Spells Market Price
Fochlucan bandore Rare entangle, faerie fire, shillelagh, speak with animals 4850 gp
Mac-Fuirmidh cittern Rare barkskin, cure wounds, fog cloud 4850 gp


Irian Sunshard

Wondrous item; rare

A slender eberron dragonshard attuned to the plane of Irian, the Eternal Day. It glows faintly, shedding light as a candle. When called upon, it channels Irian’s light to blind the enemies of life. Its glow is gentle—until it flares with the unrelenting purity of the dawn.

It holds up to 12 charges. While holding it, you can use an action to speak one of three command words to activate one of the following effects:

  • Radiant Light (no charge): 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 lasts until you use a bonus action to repeat the command word or activate another function of the gem. This effect does not consume a charge.

  • Blinding Ray (1 charge): The second command word causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw or be 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.

  • Radiant Flare (5 charges): The third command word causes the gem to flare in a 30-foot cone. Each creature in the area must make a Constitution saving throw (DC 15) or be blinded for 1 minute, repeating the save at the end of each of its turns.

The gem regains 1d10+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the gem becomes a nonmagical jewel worth 50 gp.

Market Price: 3500 gp


Jorasco Healing Ointment

Wondrous item; rare [consumable]

This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease.

The jar refills with 1d4+1 doses every day at dawn, to a maximum of refilling the jar completely.

Market Price: 4850 gp


Jorasco Periapt of Healing

Wondrous item; uncommon (requires attunement)

The Brelish army commissioned these periapts from House Jorasco to help their strongest units stay standing during long battles and engagements. 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.

Market Price: 300 gp


Jorasco Token of Good Health

Wondrous item; uncommon (requires attunement)

House Jorasco sells these tokens to ward off death and speed up natural healing. They also make use of them in their long-term care hospitals— if the patient can afford the service. This token is carved from a fine wood and is inscribed with the holy symbol of Boldrei, goddess of community. While carrying attuned to this token you gain the following benefits:

  • You have advantage on death saving throws while carrying this magic coin.

  • When you spend one or more hit dice during a short rest, you heal an additional 5 hit points.

Market Price: 330 gp


Karrnathi Bloodspear

Weapon (spear); uncommon (requires attunement)

Forged in the necromantic forges of Atur, this blackened spear bears faint etchings of Karrnathi military sigils and necromantic script inlaid with red-gold filigree. These spears were crafted to ensure the living could endure long enough to direct the dead.

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.

Market Price: 155 gp


Karrnathi Scout's Cuirass

Armor; common

This cuirass was issued to forward scouts in the Karrnathi army operating in muddy trenches and collapsed siege tunnels. The leather armor's thick oil-coating repels mud, blood, and hostile grabs alike; it has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don’t have disadvantage on attack rolls and Dexterity saving throws.

Market Price: 80 gp


Keenblade Oil

Potion; common [consumable]

You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 10 minutes, any attack with the coated item scores a critical hit on a roll of 19 or 20.

Market Price: 90 gp


Keycharm

Wondrous item; uncommon (requires attunement)

This small stylized key plays a vital role in the work of House Kundarak. If you cast the alarm, arcane lock, or glyph of warding spell, you can tie the effect to the keycharm so that whoever holds it receives the notification from the alarm spell, bypasses the lock of the arcane lock spell, or avoids triggering the glyph placed by the glyph of warding spell. In addition, the holder (who needn't be attuned to the item) can take an action to end any one spell tied to it, provided the holder knows the command word you set for ending the tied spells. The keycharm can have up to three tied spells at one time.

Market Price: 125 gp


Knockabout Weapon

Weapon; common or uncommon

This bludgeoning weapon helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.

Item Rarity Market Price
Club Common 30 gp
Light hammer Common 30 gp
Quarterstaff Common 30 gp
Mace Uncommon 140 gp
Flail Uncommon 155 gp
Greatclub Uncommon 155 gp
Warhammer Uncommon 170 gp
Maul Uncommon 200 gp


Knockdown Ammunition

Weapon (ammunition); uncommon

These projectiles pack a wallop. A creature hit by one must succeed on a DC 10 Strength saving throw or be knocked prone. This item is also available as a crossbow bolt.

Item Rarity Market Price
Arrow Uncommon 155 gp
Bolt Uncommon 155 gp
Sling Bullet Uncommon 140 gp


Korran Mind-Shielding Ring

Ring; rare (requires attunement)

Developed by the Library of Korranberg's espionage division, this item ensures that even under duress, a Korran gnome's mind's contents remain private. Gnomes use these in high-stakes negotiations and internal disputes. While wearing this ring, you gain the following benefits:

  • You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or know your creature type.

  • Creatures can telepathically communicate with you only if you allow it.

  • You have advantage on saving throws vs. effects that would make you charmed or frightened.

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.

Market Price: 2200 gp


Korran Veracity Ring

Ring; uncommon (requires attunement)

The Library of Korranberg developed this ring to aid researchers in interviews with potentially deceptive witnesses, and in internal investigations. While wearing this ring, you have advantage on the following types of skill checks:

  • Wisdom (Insight) checks to determine whether someone is lying to you.

  • Intelligence saves made to detect illusions or distinguish the reality they hide.

  • Intelligence (Investigation) checks to detect forgeries and secret doors.

Market Price: 300 gp


Kundarak Embercube

Wondrous item; common

Forged in the arcforges of House Kundarak and inscribed with sigils tied to Fernia, the Sea of Fire, this 3-inch cube of alloyed brass and black stone emits a steady, dry warmth when activated.

While active, the Embercube maintains the temperature in a 15-foot radius around it at 95 degrees Fahrenheit (35°C), regardless of external conditions. The warmth is clean and smokeless, ideal for travel, campsites, or inhospitable environments like Risia-touched ruins.

The cube’s heat is powered by a bound Fernian ember elemental and can be toggled on or off with a bonus action by any creature holding it.

Market Price: 90 gp


Leafweave Armor

Armor; rare (requires attunement by a Druid or Ranger)

The mages of Yrlag develop these suits of armor for the druids and rangers who stalk the forests of the Eldeen Reaches and the wetlands of the Shadow Marshes. They are constructed using alchemically treated leaves from the herbalist farms of Eldeen. This suit of armor always has a forest or leaf motif and is usually green or brown in color. While attuned to and wearing this armor you gain the following benefits:

  • In forest terrain, you have advantage on Strength (Athletics) and Dexterity (Stealth) checks.

  • You can use an action to transform the armor into a cloud of swirling razor-sharp leaves. each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don’t gain a base Armor Class from the armor. The armor can’t be used this way again until the next dawn.

Market Price: 1050 gp


Lhazaar Icewalking Boots

Wondrous item; uncommon (requires attunement)

These furred boots are crafted by sea-bound artificers who brave the frozen islands and glacial waters of the northern Lhazaar Principalities. They are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.

  • You ignore difficult terrain created by ice or snow.

  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Market Price: 380 gp


Lhazaar Ring of Warming

Ring; uncommon (requires attunement)

This ring preserves body heat in the deepest chills, used in the face of winter squalls and the bone-chilling cold of the subarctic Lhazaar seas. It remains a staple among skyship crews and frostbound smugglers alike.

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.

Market Price: 300 gp


Lhazaar Sailors' Almanac

Wondrous item; common (requires attunement)

These books are passed down and revised from sailor to sailor in the Lhazaar Principalities, with each generation adding hard-won lessons from the sea. Packed with firsthand knowledge, they blend tradition, theory, and survival instinct into a single leather-bound volume.

If you spend a short rest reading and contemplating this book, you gain advantage on any skill check made aboard a water vehicle (including, but not limited to, how to operate it), or while you are in, on, over, or underwater for the next 1 hour. This helps you perform better on or below deck, on docks, piers, or wharfs, on bridges, etc.

Market Price: 55 gp


Lhazaar Seakin Circlet

Wondrous item; rare (requires attunement)

This style of magic circlet was devised by an Lhazaar artificer in centuries past. It keeps a sailor safe in stormtossed seas and dark storms, ensuring the Devourer will not take them on their journey. While wearing it, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet.

Market Price: 4100 gp


Lightstep Boot Oil

Oil; uncommon [consumable]

Little jars of this magical oil are sold in the bazaars of Lower Sharn, although no group will claim responsibility for this sneakthieves' favorite unguent. Spreading this oil over a pair of boots or shoes takes 1 minute. Once spread over a pair of boots, for 1 hour it grants the following benefits:

  • It silences the wearer's footsteps, granting advantage on Stealth checks.

  • It disguises any tracks left by the wearer, imposing disadvantage on any Survival, Perception or Investigation checks made to track the wearer

Market Price: 140 gp


Lockbreaker Dagger

Weapon; common

You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.

Market Price: 70 gp


Longbow of the Sky Sentinel

Weapon; rare (requires attunement)

The bow is very well-crafted with elvish designs. There are bits of mithral scrolling throughout the bow itself and platinum caps on the ends.

Once per long rest, the wielder can use a Storm Arrow, which splits the next arrow fired from the bow into three separate arrows. Each arrow that hits deals an extra 1d6 Lightning damage.

If a magical arrow is shot from the Longbow, the two additional arrows would not copy its effects. However, each arrow can trigger Hunter's Mark damage independently. For example, the Blazing Bowstring can be used to add 1d10 fire damage to the initial arrow, but it does not affect the two additional arrows.

Market Price: 1800 gp


Luckstone

Wondrous item; uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Market Price: 300 gp


Lycanthropy Antidote

Potion; uncommon [consumable]

When you drink this elixir, it removes the curse of lycanthropy from you if that curse was imposed by a lycanthrope’s bite or similar effect.

Market Price: 140 gp


Lyrandar Signal Flare

Wondrous item; common [consumable]

This flare was developed by House Lyrandar to enable a ship in distress to signal nearby craft for aid. This short rod-shaped device has an opening at one end and a red crystal at the other.

As an action, you can smash the crystal on any solid surface, which causes the other end of the rod to launch a ball of brilliant light up to 1,000 feet away. The energy ball will hover in place for 2 hours before fading. Once used, the flare rod burns out and is useless.

Market Price: 60 gp


Maelstrom Gloves

Wondrous item; rare (requires attunement)

The Maelstrom Gloves are heavy gloves that stop beneath the fingers, having gauntlet plates above the guard. Metal studs are set across each knuckle and organized across the back of the hand, where the electrical charge is gathered. They end at the wrist.

When activated at the start of a turn, the gloves give +1 to unarmed attack and damage rolls, and can channel atmospheric electricity through them extending the wearer's reach to 20 feet for one minute. Attacks made at range beyond the user's typical melee range deal lightning damage instead of bludgeoning damage. Once the minute-long effect has ended, the lightning charge remains if it has not been expended, causing 6d6 additional lightning damage on a hit. It cannot be used again until the user has completed a long rest.

Market Price: 3700 gp


Magic Ammunition

Weapon (ammunition); uncommon or rare

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Item Rarity Market Price
+1 Arrow Uncommon 200 gp
+1 Bolt Uncommon 200 gp
+1 Sling Bullet Uncommon 165 gp
+2 Arrow Rare 1300 gp
+2 Bolt Rare 1300 gp
+2 Sling Bullet Rare 1000 gp


Magic Detection Wand

Wand; uncommon

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.

Market Price: 500 gp


Magic Missiles Wand

Wand; uncommon

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 from it. For 1 charge, you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20.

Market Price: 500 gp


Magic Shield

Armor (shield); uncommon or rare

While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.

Item Rarity Market Price
+1 Uncommon 500 gp
+2 Rare 4650 gp


Magic Weapon

Weapon; uncommon or rare

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

Item Rarity Market Price
+1 Uncommon 390 gp
+2 Rare 2350 gp


Map of Many Places

Wondrous item; common

This magic map looks like a blank sheet of grungy parchment. As an action you can use the command phrase “ where am I? ” to have the parchment magically show a topographical map of the area within a 5-mile radius, including all objects, structures, and terrain features larger than 20 cubic feet. The map remains for 1 hour or until you roll it up as an action. Once used, this property can’t be used again until the next dawn.

Market Price: 90 gp


Mariner's Armor

Armor (light); uncommon or rare

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.

Item Rarity Market Price
Padded Uncommon 310 gp
Hide Uncommon 320 gp
Leather Uncommon 320 gp
Ring Mail Uncommon 340 gp
Studded Leather Uncommon 370 gp
Chain Shirt Uncommon 370 gp
Scale Mail Uncommon 370 gp
Chain Mail Uncommon 400 gp
Splint Rare 625 gp
Breastplate Rare 700 gp
Half Plate Rare 1100 gp
Plate Rare 1900 gp


Marshers' Mirestepping Ring

Ring; uncommon

Used by House Tharashk members in the depths of the Shadow Marshes, these rings facilitate easy travel in that half-drowned land by letting the wearer treat water like terra firma— ideal when there's precious little real terra firma anywhere nearby.

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Market Price: 330 gp


Masquerade Tattoo

Wondrous item; common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement: To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink: As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self: As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Market Price: 90 gp


Meat Pie Medal

Wondrous item; common [consumable]

You gain 2d4+2 temporary hit points when you use an action to press this medal to your mouth. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

While magical, this medal is slightly warm to the touch (as if it’s fresh from the oven) and smells faintly of baked pie crust.

Market Price: 100 gp


Meditation Beads

Wondrous item; rare (requires attunement by a Monk)

This strand of eight wooden beads is carved with geometric patterns and strung on a stout cord. The beads can store up to 8 ki points.

At the end of a short or long rest, you may touch the beads and expend a number of ki points equal to half your proficiency bonus (rounded down). The expended ki points are stored in the beads until used, and count against the 8-point storage maximum.

While wearing or carrying the beads, you can use a bonus action to remove any number of ki points from the beads. You regain that many ki points, and the beads' storage is reduced by that amount.

Market Price: 3950 gp


Mercurial Scale Mail

Armor (light); uncommon

This suit of magic mithral armor is made from shimmering scales. It's already light by construction, but it's been enchanted to move quickly and smoothly with the wearer in combat. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Market Price: 500 gp


Message Earrings

Wondrous item; common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4+1 expended charges daily at dawn.

Market Price: 70 gp


Mighty Weapon

Weapon; uncommon

This weapon is unusually well-balanced and inscribed with runes of strength and control. A Small creature wielding this weapon does not suffer disadvantage on attack rolls from the weapon’s Heavy property.

Though built to Medium scale, the magic of a mighty weapon allows even the smallest warrior to strike with great force.

Item Rarity Market Price
Maul Uncommon 240 gp
Glaive Uncommon 310 gp
Halberd Uncommon 310 gp
Pike Uncommon 310 gp
Greataxe Uncommon 340 gp
Longbow Uncommon 430 gp
Greatsword Uncommon 450 gp
Heavy Crossbow Uncommon 500 gp


Mithral Armor

Armor; common, uncommon, or rare

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.

Item Rarity Normally has Stealth Disadvantage Normally has Strength Requirement Market Price
Chain Shirt Common No No 100 gp
Ring Mail Uncommon Yes No 230 gp
Scale Mail Uncommon Yes No 240 gp
Chain Mail Uncommon Yes Yes 250 gp
Splint Mail Uncommon Yes Yes 430 gp
Breastplate Uncommon No No 430 gp
Half Plate Rare Yes No 1000 gp
Full Plate Rare Yes Yes 1750 gp


Moonhammer

Weapon; rare

The Moonhammer's handle is made of dark metal that transitions into what looks like glistening ivory closer to the head. On the head are engravings in an unspecified language. Moon crescents are carved on the sides of the warhammer's head. It has the following properties:

  • +1 bonus to attack and damage rolls.

  • When used under the moonlight, the Moonhammer gains a charge which, once per day, can be used to cast Greater Invisibility on the wielder.

Market Price: 3300 gp


Morgrave Aquatic Ring

Ring; uncommon

A practical tool created for Morgrave students researching in sunken ruins or coastal regions— as the faculty don't wish to select only those who know how to swim, or take the time for them to learn. You have a swimming speed of 40 feet while wearing this ring.

Market Price: 220 gp


Morgrave Archivists' Ring

Ring; uncommon (requires attunement)

This ring is enchanted to sharpen the wearer’s mind. It supports cognitive focus during stress or distraction, especially in field conditions. It was designed for Morgrave researchers working on more challenging topics, in hopes of gaining an advantage over competing schools such as the University of Wynarn— doing anything to gain an advantage, in fine Morgave tradition.

The ring has 3 charges and regains 1d3 charges daily at dawn. When you make an Intelligence check, you can expend 1 charge to grant yourself advantage on the check.

Market Price: 220 gp


Mror Kinshield Rings

Ring; uncommon (requires attunement)

Dwarves of the Mror Holds developed these during their long centuries of interclan warfare. The rings are used between two allied warriors of different vitality, or to support a wounded ally.

These rings come in linked pairs. When you and an ally are both wearing rings and have attuned to them, you can use a bonus action to form a link to the creature attuned to the other ring. From then on, whenever that creature suffers damage, they only suffer half of that damage (rounded down) and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect ceases to function if the distance between you exceeds 300 ft. A creature cannot be attuned to more than one ring of shared suffering.

Market Price: 300 gp


Oracle Charm

Wondrous item; common [consumable]

This small charm is made of a small slender bone— hopefully an animal bone. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can snap the charm in half as an action to gain the benefit of an augury spell. Once used, the item is destroyed.

Market Price: 80 gp


Orator's Ring

Ring; uncommon (requires attunement)

This style of ring was developed at the University of Wynarn to deal with the bad acoustics of its new lecture hall. The original pattern was later modified to suit the needs of an unnamed commissioning bard.

This ring has 6 charges. While you wear it, you can spend 1 charge to do each of the following:

  • Project your voice to be heard clearly by all creatures within 600 ft. of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this sound. The ring regains 1d6 expended charges daily at dawn.

  • As a reaction, if you fail a Charisma (Performance, Persuasion, or Deception) check, to immediately reroll the check. You must use the new result. This ability can be used once per short rest.

  • To deliver a brief address that takes 3 rounds to complete, to up to six creatures that can hear and understand you within 60 feet. Each creature gains 10 temporary hit points that last 1 hour. This ability can be used once per short rest.

Market Price: 500 gp


Paper Bird

Wondrous item; uncommon [consumable]

After you write a message of fifty words or fewer on this magic sheet of parchment and speak a creature's name, the parchment magically folds into a Tiny paper bird and flies to the recipient whose name you uttered. The recipient must be on the same plane of existence as you, otherwise the bird turns into ash as it takes flight.

The bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (-5) in all other abilities, and it is immune to poison and psychic damage.

It travels to within 5 feet of its intended recipient by the most direct route, whereupon it turns into a nonmagical and inanimate sheet of parchment that can be unfolded only by the intended recipient. If the bird's hit points or speed is reduced to 0 or if it is otherwise immobilized, it turns into ash.

The paper bird can travel up to 60 miles in this way. If the recipient is farther than that, or if the bird is prevented from reaching them due to damage, exhaustion, or obstruction, it turns to ash.

Market Price: 240 gp


Pearl of Power

Wondrous item; uncommon or rare (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot of 1st, 2nd or 3rd level. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

The Greater version of this item enables you to recover a spell slot of up to 6th level. The Supreme version enables you to recover a spell slot of up to 9th level.

Item Rarity Market Price
Pearl of Power Uncommon 430 gp
Pearl of Greater Power Rare 2200 gp


Poisoned Arrow

Weapon; uncommon

This item is painted lime green but otherwise appears to be a regular arrow. On a hit, the target takes damage from the bolt plus 2d8 poison damage. The target must also make a DC 13 Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Once a poisoned arrow deals its poison damage to a creature, it becomes a nonmagical arrow.

Market Price: 220 gp


Preserving Bag

Wondrous item; common

House Ghallanda developed these chilled preserving bags to better keep raw meat and other foodstuffs tending to spoil rapidly, especially in the summer heat of the Talenta plains.

This leather bag is sealed with a large metal buckle resembling a snow crystal and can hold 2 cubic feet/60 pounds.

The temperature inside the bag is always 40 degrees Fahrenheit (5 degrees Celsius).

Market Price: 70 gp


Preserving Ice-Chest

Wondrous item; common

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

Market Price: 55 gp


Prevenient Boots

Wondrous item; uncommon (requires attunement by a Barbarian, Druid, or Ranger)

These sturdy boots are made of leather and decorated with flora and fauna of a specific terrain type. While attuned to and wearing these boots, you add your proficiency bonus to your initiative rolls. Your walking speed also increases by 10 feet.

Market Price: 250 gp


Projecting Quill

Wondrous item; common (requires attunement)

Crafted by House Sivis, this crystal-tipped quill has 3 charges. While holding it, you can use an action to expend 1 charge to inscribe a message of up to 25 words on a nonmagical surface within 30 feet. The message appears in a language you know and fades after 24 hours or when dispel magic is cast on it.

The quill regains all expended charges daily at dawn.

Market Price: 100 gp


Prosthetic Limb

Wondrous item; common

This item replaces a lost limb: a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.

Market Price: 35 gp


Pyrestone Circlet

Wondrous item; uncommon

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.

Market Price: 500 gp


Quick-Donning Armor

Armor; common, uncommon, or rare (requires attunement)

This armor is woven with minor transmutation enchantments, allowing it to fit to the wearer with a spoken command, and come loose just as quickly with another. It allows for swift transitions between battle-readiness and travel or disguise.

While wearing this armor, you can speak the command word as an action to doff it instantly; it collapses neatly to the ground in a single piece. While not wearing it, if it's within 5 feet of you, you can speak a second command word as an action to don it instantly; the armor seamlessly wraps around your body in a swirl of metal and leather. The armor grants no additional magical properties.

Item Rarity Market Price
Padded Armor Common 30 gp
Leather Armor Common 35 gp
Studded Leather Armor Common 60 gp
Hide Armor Common 70 gp
Ring Mail Armor Common 90 gp
Chain Shirt Armor Uncommon 120 gp
Scale Mail Armor Uncommon 120 gp
Chain Mail Armor Uncommon 130 gp
Splint Armor Uncommon 220 gp
Breastplate Armor Uncommon 440 gp
Half Plate Armor Rare 800 gp
Full Plate Armor Rare 1650 gp


Radiance Wand

Wand; uncommon

While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.

While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the Enhance Ability spell, choosing itself and no other creature as the spell's target. Once this property of the wand is used, it can't be used again until the next dawn.

Market Price: 390 gp


Reducing Elixir

Potion; uncommon [consumable]

When you drink this elixir, you gain the following benefits for 1 hour:

  • Your size halves in all dimensions, and your weight drops to one-eighth normal.

  • Your size decreases by one size category. If this decreases your size to Tiny your reach now extends to only your square.

  • You have disadvantage on Strength checks and Strength saving throws.

  • Your weapons and equipment scale to match your new size. If you let go of any item it returns to its normal size.

  • Whenever you make a successful melee attack with a reduced weapon, roll the damage dice twice and take the lower value. This does not apply to ranged attacks since the projectile enlarges to its normal size once it leaves your grasp.

Market Price: 200 gp


Repelling Medallion

Wondrous item; rare (requires attunement)

This medallion bears the seal of House Cannith on one face, and a rendition of the Least Mark of Making on the reverse. During the war Cannith developed these medallions to help keep their artificers safe(r) on the battlefield. It has three charges. While wearing it, you can use a reaction and expend a charge to cast shield. The medallion regains 1d3 expended charges daily at dawn.

Market Price: 3700 gp


Ring of Spell Splitting

Ring; rare (requires attunement)

A gold and a silver band spiraling around each other in a single loop.

When the wearer casts a spell that targets a single creature, the wearer can target one additional creature. This property can't be used again until the next dawn.

Market Price: 4250 gp


Rod of the Pact Keeper

Rod; uncommon or rare (requires attunement by a Warlock)

While you are attuned to this rod, you can use it as a focus for your warlock spells. While holding it, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

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.

Item Rarity Market Price
+1 bonus Uncommon 500 gp
+2 bonus Rare 4250 gp


Rod of the Solitary Scout

Rod; rare (requires attunement)

The Rod is a dark metallic rod about two feet long. It has a bit of twilight or a sparkling element to the metal, and at its very end at the base there is a small domed carving.

The Rod gives a +2 bonus to spell attack rolls. It requires attunement and one hand free to use. It also contains and can cast three spells: Grease, Magic Mouth, and Expeditious Retreat.

Market Price: 3900 gp


Scaled Amulet

Wondrous item; uncommon or rare (requires attunement)

Artificers of Droaam designed these amulets to grant their kin the toughened skin of greater beasts and monsters. If you aren’t wearing armor while wearing this amulet, your base Armor Class is 15 + your Dexterity modifier.

Item Rarity Market Price
Lesser Uncommon 440 gp
Greater Rare 3300 gp


Scaled Ornament

Wondrous item; uncommon or rare (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon’s scale, tooth, or claw, or it incorporates images in those shapes.

Slumbering (Uncommon). You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Stirring (Rare). You gain a +1 bonus to AC, and you can’t be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.

Wakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.

Ascendant (Legendary). The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.

Item Rarity Market Price
Slumbering Uncommon 370 gp
Stirring Rare 3450 gp


Scribe's Perfect Pen

Wondrous item; common (requires attunement)

You can use this pen to write on any surface. It never runs out of ink. You can change the ink color as an action. If you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.

Market Price: 100 gp


Seeking Ammunition

Weapon; uncommon

Ranged weapon attack rolls made with this ammunition ignore half and three-quarters cover. In addition, attacking at long range doesn’t impose disadvantage on ranged weapon attack rolls made with this ammunition.

Item Rarity Market Price
Arrow Uncommon 390 gp
Bolt Uncommon 390 gp
Sling Bullet Uncommon 250 gp


Self-Mending Rope

Wondrous item; common

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Market Price: 35 gp


Sending Stones

Wondrous item; rare

Sending stones come in pairs, each a smooth stone carved to match the other, allowing them to be easily recognized as a set. While you touch one stone, you can use it to cast the sending spell, targeting the bearer of the other stone in the pair. If no creature bears the other stone, you are aware of this immediately, and the spell is not cast.

Each stone has 3 charges. While holding the stone, you can expend 1 charge to cast sending as described above. The stones regain 1d3 expended charges daily at dawn. If one stone in the pair is destroyed or lost, the other becomes nonmagical.

Market Price: 1200 gp


Serpent Belt

Wondrous item; rare

When worn, this belt grants the wearer immunity to the poisoned condition. Once per day, the wearer can use a bonus action to transform the belt into a poisonous snake for 1 hour, or until it is reduced to 0 hit points.

Market Price: 4250 gp


Serpent Mantle

Wondrous item; uncommon (requires attunement)

This mantle appears to be woven from fine dyed linen. Its pattern features a stylized meandering serpent that, when the garment is worn, appears to be draped across the wearer's shoulders.

If you are attuned to and wearing this garment, once per day, as a bonus action, you can call upon the magic of the mantle to summon the python depicted upon it. The snake uncoils from the garment, manifesting as a giant poisonous snake that appears in an unoccupied space adjacent to you and acts on your initiative count. It instinctively defends you, recognizes your allies, and attacks your enemies.

The summoned snake remains for up to 1 hour, until it drops to 0 hit points, or until you dismiss it (no action required). When it vanishes, the serpent’s form reappears coiled on the mantle, dormant until the next dawn.

Market Price: 310 gp


Shargon's Periapt

Wondrous item; uncommon (requires attunement)

This obsidian pendant is etched with shark-tooth and sharksfin patterns. The amulet feels damp to the touch and pulses faintly when near open water.

The periapt has 7 charges. While wearing it, you can use a bonus action to expend 1 charge and gain a swimming speed equal to your walking speed for 10 minutes.

The periapt regains 1d6+1 expended charges daily at dawn.

Market Price: 230 gp


Sharn Skyrunner Boots

Wondrous item; rare (requires attunement)

These boots use a clever blend of lightweight woods, mithral, and levitation inscriptions to enhance mobility. They were originally designed by couriers navigating the vertical metropolis of Sharn. They increase your walking speed to 35 feet, unless your speed is already higher. While wearing them, your speed is not reduced by encumbrance or heavy armor. You can jump three times the normal distance, though you normally cannot jump farther than your remaining movement.

The boots have 3 charges. When you jump, you can expend 1 charge to exceed that limit, completing your jump no matter its distance and ending your movement when you land. The boots regain 1d3 expended charges each day at dawn.

Market Price: 4300 gp


Sharpening Elixir

Wondrous item; common [consumable]

This divinatory tonic was developed by a half-elf alchemist. By custom the bottle is decorated with the designs used on unity wine goblets. When consumed, the liquid gives the user a series of hunches leading them to better decision-making in the immediate future. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, after its effect ends.

Market Price: 55 gp


Sharpshooter's Bow

Weapon; common

The normal range of this bow is doubled, but its long range remains the same.

Item Rarity Market Price
Shortbow Common 55 gp
Longbow Common 70 gp


Shield Token

Wondrous item; common [consumable]

When you would be hit by an attack, you can use your reaction to increase your AC by 5 until the start of your next turn, including against the triggering attack. You must be wearing the token and able to see the creature that made the triggering attack to use this property. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Market Price: 35 gp


Shield of Retribution

Armor; rare (requires attunement)

The Shield of Retribution is a beautiful polished silver and marble shield. It is exquisitely crafted and shows no signs of wear. It has the following properties:

  • The shield adds a +1 to the user's AC in addition to the normal +2 shield bonus.

  • If a creature misses a melee attack against the user, the user can use a reaction to blast the attacker with 4d6 arcane force damage. If the creature fails a strength saving throw against the user's spell DC, the creature is also pushed back 20 feet.

Market Price: 2300 gp


Shiftweave

Wondrous item; common

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.

Market Price: 100 gp


Shock-absorbing Armor

Armor; rare

This armor is designed with extra padding that seems to be filled with a thick liquid of some kind. Its vulnerable points are notably springy when pushed or whacked experimentally. While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.

Item Rarity Market Price
Padded Rare 4850 gp
Hide Rare 4900 gp
Leather Rare 4950 gp
Studded Leather Rare 5000 gp


Silver Bell Necklace

Wondrous item; common

This style of healing charm necklace is often found around the neck of a priestess of Boldrei, goddess of community. The necklace has 7 silver bells hanging from it. As an action, you can touch one of the bells and simultaneously touch a creature, restoring 5 hit points to that creature. The bell then turns black. Once all the bells turn black, the necklace’s magic is expended.

Market Price: 100 gp


Sivis Translator's Circlet

Wondrous item; uncommon

House Sivis created this type of magic circlet to aid its translators in their work. While wearing this circlet, you can use an action to cast the comprehend languages spell from it at will.

Market Price: 220 gp


Skeleton Key

Wondrous item; common

A question mark is worked into the head of this key. The key has a 50 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Market Price: 70 gp


Skingorger

Weapon; rare (requires attunement)

Skingorger is a massive, rust-colored blade once wielded as a symbol of dominance by the ruling overlord in Igrathad. The sword has no hilt, but is one large, solid, rust-colored blade with two handles on the back, so the wielder clutches two open handles on the back of one big, solid blade. It has the following properties:

  • The user gains a +1 to attack and damage rolls made with this weapon.

  • While attuned to this greatsword, the user can use their bonus action to take a point of exhaustion to empower the blade for one minute, during which all attacks deal an additional 1d8 acid damage, and it critically hits on a roll of 19 or 20. This feature cannot be used again until the next dawn.

Market Price: 2850 gp


Spectacles of Minute Seeing

Wondrous item; uncommon

These fine spectacles have crystal lenses. While wearing them, you can see much better than normal out to a range of 1 foot. You have a +5 bonus to Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Market Price: 300 gp


Spell Gem

Wondrous item; uncommon or rare

A 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 spell list. Doing so doesn't require any components and doesn't require attunement. The spell then disappears from the gem.

If the spell is 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 + the spell's level. On a failed check, the spell disappears from the gem with no other effect.

Each spell gem has a maximum level for the spell it can store. The spell level determines the gem's rarity and the stored spell's saving throw DC and attack bonus, as shown in the Spell Gem table.

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.

Once imbued with a spell, the gem can't be imbued again until the next dawn.

Item Rarity Max Spell Level Save DC Attack Bonus Market Price
Obsidian Uncommon Cantrip 13 +5 200 gp
Lapis lazuli Uncommon 1st 13 +5 330 gp
Quartz Rare 2nd 13 +5 2200 gp
Bloodstone Rare 3rd 15 +7 3850 gp


Spell Scroll

Scroll; common, uncommon, or rare [consumable]

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

Item Rarity Market Price
Cantrip Common 45 gp
1st-Level Spell Common 100 gp
2nd-Level Spell Uncommon 145 gp
3rd-Level Spell Uncommon 430 gp
4th-Level Spell Rare 2200 gp
5th-Level Spell Rare 2850 gp


Spell Wand

Wand; common, uncommon, or rare

Wandcraft was the great industrial art of the Last War. Every one of the Five Nations fielded wandslinger units, and the workshops of House Cannith turned out spell wands by the crate for infantry, siege crews, and field medics alike. Surplus wands remain common across Khorvaire, sold openly in Sharn's markets and traded quietly everywhere else. Most bear a nation's proof-mark somewhere on the grip, and Brelish customs agents still check for them.

A spell wand contains a single spell of 3rd level or lower, chosen when the wand is made. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding the wand, you can expend 1 charge to cast the contained spell from it, using the spell's normal casting time and requiring no components. You need not be a spellcaster, and the spell need not appear on any class list available to you.

A spell wand's rarity and price are determined by whether the spell has combat utility— defined by whether it inflicts damage or requires a save— or not. Combat wands are more expensive.

The wand's spell level determines its saving throw DC, its attack bonus, and the wand's rarity, as shown on the Spell Wand table. If a wand's spell would use your spellcasting ability in some way, use the listed values instead.

Item Rarity Save DC Attack Bonus Market Price
Cantrip, non-combat Common +5 65 gp
Cantrip, combat Common 13 +5 90 gp
1st-Level spell, non-combat Uncommon +5 250 gp
1st-Level spell, combat Uncommon 13 +5 400 gp
2nd-Level spell, non-combat Uncommon +5 500 gp
2nd-Level spell, combat Rare 13 +5 800 gp
3rd-Level spell, non-combat Rare +7 1500 gp
3rd-Level spell, combat Rare 15 +7 2000 gp


Spellshard

Wondrous item; common

This polished Eberron dragonshard fits in the hand and stores information similar to a book. The shard can hold the equivalent of one book that's no more than 320 pages long. A shard can be created blank or already filled with information. When the shard is created, the creator can set a passphrase that must be spoken to access the information stored within.

While holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank 'pages' in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.

A wizard can use a spellshard as a spellbook, with the usual cost in gold and time to 'scribe' a spell into the shard.

Market Price: 55 gp


Spellwrought Tattoo

Wondrous item (tattoo); common, uncommon, or rare

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, you cannot cast the spell again in this way until the next dawn.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity.

Item Rarity Spellcasting Ability Modifier Save DC Attack Bonus Market Price
Cantrip Common 2 13 +5 70 gp
1st Uncommon 3 13 +5 200 gp
2nd Rare 3 13 +5 2200 gp
3rd Rare 4 15 +7 3850 gp


Spy's Earrings

Wondrous item; uncommon or rare (requires attunement by each earring to a different person)

These subtle silver earrings are made in sets. If another creature wearing an earring from the same set is within 1 mile of you, you can communicate telepathically with each other (no action required). As a bonus action, you can allow that creature to hear everything you hear for up to 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated.

Item Rarity Market Price
2 earrings Uncommon 240 gp
3 earrings Uncommon 370 gp
4 earrings Uncommon 500 gp
5 earrings Rare 1000 gp
6 earrings Rare 1300 gp


Stormsinger's Spear

Weapon (javelin); rare

A javelin carried by sea-captains of Lhazaar islands, designed in tribute to the Devourer. When thrown it calls down the wrath of the sea in a line of thunderous lightning.

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Market Price: 1850 gp


Strength Elixir

Potion; uncommon or rare [consumable]

When you drink this elixir, your Strength score changes for 1 hour. This elixir comes in three potencies (see the table below). This elixir has no effect on you if your Strength is equal to or greater than that score.

Item Strength Rarity Market Price
Great Strength Elixir 21 Uncommon 370 gp
Superior Strength Elixir 25 Rare 4450 gp


Subtle Axe

Weapon; uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell’s effects active at a time when you cast it in this way.

Market Price: 300 gp


Surefoot Boots

Wondrous item; uncommon

These rough leather boots help keep you stable on uneven surfaces. A thick, grippy sole covers the bottoms and sides of the boots. While wearing these boots, you gain the following benefits:

  • You have advantage on Dexterity (Acrobatics) checks made to avoid being knocked prone.

  • You have advantage on Dexterity (Acrobatics) checks made to resist being shoved, whether to avoid being pushed away or knocked prone.

  • The boots have 10 charges. You can use a bonus action to speak a command word. For the next round, nonmagical difficult terrain does not cost you extra movement. This effect consumes 1 charge per round. You can end the effect as a bonus action; it also ends if the charges run out. The boots regain all expended charges each day at dawn.

Market Price: 250 gp


Survival Knife

Weapon; common

When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.

Market Price: 90 gp


Syranian Wand

Wand; uncommon

This wand has 5 charges. While you're attuned to it, as an action can spend 1 or more charges to cast one of the following spells: jump (1 charge) or levitate (2 charges).

The wand regains 1d4+1 expended charges daily at dawn.

Market Price: 500 gp


Tactile Unguent

Wondrous item; common [consumable]

Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature’s hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.

Market Price: 100 gp


Talentan Bladed Throwing Shield

Armor (shield); uncommon (requires attunement)

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage plus your Dexterity modifier. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Market Price: 300 gp


Tea Kit Pouch

Wondrous item; common

This finely tooled leather pouch is about the size of a traveler’s shaving kit and contains an ornately decorated teacup, a matching saucer, and a small compartment for loose tea leaves. The kit also includes a tiny spoon and a cloth napkin.

When the pouch is opened and its command word is spoken, the teacup fills with steaming hot tea. An alternate command word creates iced tea. The tea is flavored according to the tea leaves currently stored in the side compartment. If the compartment is empty, the cup instead fills with flavorless water.

The pouch can magically produce up to 2 gallons of liquid per day. Once it has reached this limit, it cannot produce more until the next dawn.

Market Price: 70 gp


Temperate Blanket

Wondrous item; common

One side of this 5 feet by 5 feet magic leather blanket is made from the hide of a polar bear while the other is made from salamander skin. While wearing the blanket you can tolerate temperatures as low as -50° Fahrenheit (-45 °C) and as high as 120° Fahrenheit (50 °C) without any additional protection.

Market Price: 80 gp


Thinker's Token

Wondrous item; common [consumable]

A small, flat coin containing a one-use mental stimulant devised by Zil artificers. You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Market Price: 55 gp


Tracking Dart

Weapon; common

When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can’t benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.

Market Price: 100 gp


Traveler Dust

Wondrous item; uncommon [consumable]

This silvery, faintly motile dust said to be a gift from followers of the Traveler. It is found in a small packet, enough 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.

Market Price: 500 gp


Trickster's Gloves

Wondrous item; uncommon (requires attunement)

While attuned to and wearing these calfskin gloves, you gain advantage on Dexterity (Sleight of Hand) checks, and you can cast mage hand at will.

Market Price: 440 gp


Tricky Lock

Wondrous item; common

This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player's Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.

Market Price: 80 gp


Unbreakable Arrow

Weapon (arrow); common

This arrow can't be broken. As such it is not subject to the 50% breakage chance after use. At the end of a battle, you can recover 90% of your expended ammunition by taking a minute to search the battlefield. This item is also available in crossbolt bolt form.

Market Price: 30 gp


Utility Climbing Rope

Wondrous item; uncommon

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Market Price: 370 gp


Versatile Hourglass

Wondrous item; common

This 4-inch-tall hourglass is made of clear, unbreakable crystal and is filled with fine yellow sand. When you invert it, you can command it to measure any duration from 1 minute up to 24 hours. When the sand runs out, it emits a clear pinging sound for 10 seconds.

Market Price: 70 gp


Veteran's Cane

Wondrous item; common

This worn walking cane is capped with steel and wrapped in old leather. When you grasp it and use a bonus action to speak its command word, it transforms into an ordinary longsword. Speaking the command word again (as a bonus action) causes the sword to revert back into a cane. The item can be transformed in either direction at will, but provides no combat bonuses.

Market Price: 60 gp


Wand Sheath

Wondrous item; uncommon (requires attunement by a Warforged)

A wand sheath clamps onto your arm and imparts the following benefits:

  • The wand sheath can't be removed from you while you're attuned to it.

  • You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.

  • You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.

If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.

Market Price: 300 gp


Wand of Web

Wand; uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20.

Market Price: 500 gp


Warding-wood Boots

Wondrous item; uncommon

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.

Market Price: 370 gp


Warding-wood Cloak

Wondrous item; uncommon (requires attunement)

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.

Market Price: 380 gp


Warmage's Focusstone

Wondrous item; common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Market Price: 70 gp


Warmage's Orb

Wondrous item; uncommon or rare (requires attunement by an arcane spellcaster)

You can use this orb as a spellcasting focus. While holding this orb, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.

Item Rarity Market Price
+1 Uncommon 440 gp
+2 Rare 2650 gp


Warning Weapon

Weapon; uncommon (requires attunement)

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.

Market Price: 430 gp


Waste Hunter Blade

Weapon; uncommon (requires attunement)

This longsword is a dark graphite-color with several hooks across its form, giving it a jagged appearance.

The Waste Hunter Blade is especially useful against certain types of creatures: monstrosities and beasts, dealing an additional 1d6 necrotic damage against those types of creatures.

Market Price: 200 gp


Water Breathing Elixir

Potion; uncommon [consumable]

You can breathe underwater for 1 hour after drinking this elixir.

Market Price: 220 gp


Waybread Box

Wondrous item; common

This bright tin box is five-inches square, two inches deep, and has a hinged lid. When you open the lid, it fills with heavy flatcakes which contain enough nourishment for a medium creature for 24 hours. As you open the lid, you can speak aloud the name of any food and the flatcakes will taste like that food, though they spoil if uneaten within 24 hours. Once the box has supplied 7 meals it can’t be used again until 7 days have passed.

Market Price: 80 gp


Wayfinding Amulet

Wondrous item; common

House Tharashk developed these amulets to ensure their scouts didn't get lost in the deep swamps of the Shadow Marshes. This amulet allows the wearer to navigate without visible landmarks of any sort.

The wearer fixes a point in their mind and the amulet gives a sharp tug in the correct direction. It must be on their person at all times to work; removing the amulet resets it. The amulet does not account for roads, walls, cliffs, or bodies of water.

The location must be one known to the wearer, and they must have either visited it before or it must be a popularly well-known location. The amulet cannot be used to locate an item or person, nor a lost location.

Market Price: 55 gp


Wayfinding Runedisk

Wondrous item; common

A polished crystal disk set in a dwarven-forged brass casing, this device is a standard issue among House Orien courier-scouts and Breland reconnaissance units. Etched with tiny elemental runes, it resonates faintly with planar ley lines.

While holding the lodestone, you can use an action to determine which way is true north. This function only works while on the Material Plane.

Market Price: 35 gp


Wheel of Wind and Water

Wondrous item; uncommon

When mounted at the helm of an elemental galleon or airship, this wheel allows a creature to telepathically control the elemental bound inside the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a creature using the wheel can create an area of ideal conditions around the vessel, doubling the vessel's speed.

Market Price: 300 gp


Whisperbark Relay

Wondrous item; common

Crafted from magically treated slivers of whisperbark grown in the Eldeen Reaches, this slim runed baton is used for silent signaling over distance.

The relay has 4 charges. While holding it, you can use an action to activate it and designate a creature within 600 feet who is not deafened. That creature alone hears a brief, magical tone or signal only they can perceive. The sound may resemble a whistle, chime, or other agreed-upon cue. No other creature hears anything.

The relay regains 1d4 expended charges daily at dawn.

Market Price: 45 gp


Wind Fan

Wondrous item; uncommon

The fan has 3 charges, and it recovers 1d3 charges each morning at dawn. While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it.

Market Price: 370 gp


Zil Aquasphere

Wondrous item; uncommon

Zilargo innovators created this waterproof headgear, which projects a bubble of breathable air from a bound elemental gas reservoir.

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.

Market Price: 165 gp


Index By Price

This index is provided in order by price to facilitate finding something to buy under a certain price threshold or when you only have so much gold left.

Notes:
* means the item requires attunement.
† means the item is consumable.
Item Variety Price Benefits
Durable Paper 30 gp Nearly indestructible paper resistant to all nonmagical harm.
Feather Fall Token† 30 gp Automatically casts feather fall when you fall 20 ft. or more.
Knockabout Weapon Club 30 gp Lets you shove a foe as part of an attack once per hour.
Knockabout Weapon Light hammer 30 gp Lets you shove a foe as part of an attack once per hour.
Knockabout Weapon Quarterstaff 30 gp Lets you shove a foe as part of an attack once per hour.
Quick-Donning Armor* Padded Armor 30 gp Instantly dons or doffs itself with a command word.
Unbreakable Arrow 30 gp Never breaks and can be easily recovered after battle.
Prosthetic Limb 35 gp Replaces a missing limb and functions like the original.
Quick-Donning Armor* Leather Armor 35 gp Instantly dons or doffs itself with a command word.
Self-Mending Rope 35 gp If cut, severed pieces can be rejoined with a command word.
Shield Token† 35 gp Increases AC by 5 against one attack as a reaction.
Wayfinding Runedisk 35 gp Reveals true north while on the Material Plane.
Climbing Elixir† 40 gp Grants climbing speed and advantage on Athletics checks to climb for 1 hour.
Collapsible Pole 40 gp Expands from a 1 ft. rod to a 10 ft. pole on command.
Accompanying Instrument* 45 gp Magically harmonize with another performer.
Agile Armor Hide 45 gp Armor with a +1 higher Dexterity modifier limit to AC.
Dhakaani Might Coin† 45 gp Grants advantage on Strength checks and saves for 1 hour, then becomes mundane.
Elixir of Highly Effective Coffee† 45 gp Prevents magical sleep and keeps you alert for 8 hours.
Handy Spice Pouch 45 gp Produces any seasoning by name, regains 1d6+4 charges at dawn.
Spell Scroll† Cantrip 45 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Whisperbark Relay 45 gp Sends brief magical signals to creatures within 600 ft.; regains 1d4 charges at dawn.
Battlefocus Diadem* 55 gp Gain advantage on Intimidation but disadvantage on Persuasion.
Cardsharp's Fold* 55 gp Grants luck in games of chance, letting you reroll or foresee outcomes.
Durable Book 55 gp Fireproof, waterproof, etc. book immune to mundane damage.
Everbright Lantern 55 gp Produces continual flame light in a 120 ft. cone.
Glamerweave Regular Glamerweave 55 gp Clothing with shifting illusory patterns; superior version aids Charisma checks.
Healing Elixir† Least Healing Elixir 55 gp Restores 4d8+8 hit points when consumed.
Imbued Wood Focus* Shavarran Birch 55 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Lhazaar Sailors' Almanac* 55 gp Grants advantage on nautical and underwater skill checks.
Preserving Ice-Chest 55 gp Prevents stored food from aging or decaying.
Sharpening Elixir† 55 gp Grants advantage on your next ability check.
Sharpshooter's Bow Shortbow 55 gp Bow has double normal range (but long range is not extended).
Spellshard 55 gp Stores up to one book's worth of text or spells in a crystal shard; can be a spellbook.
Thinker's Token† 55 gp Grants advantage on Intelligence checks and saves for 1 hour.
Wayfinding Amulet 55 gp Points you toward a known location without needing landmarks.
All-Weather Cloak* 60 gp Survive in frigid and sweltering environments without making saves.
Dread Circlet 60 gp Gives your eyes a red, eerie glow.
Lyrandar Signal Flare† 60 gp Fires a glowing signal visible for 1000 ft. that hovers for two hours.
Quick-Donning Armor* Studded Leather Armor 60 gp Instantly dons or doffs itself with a command word.
Veteran's Cane 60 gp Transforms into a longsword or back into a cane on command.
Agile Armor Ring mail 70 gp Armor with a +1 higher Dexterity modifier limit to AC.
Birdcall Wand 70 gp Produces bird sounds, replenishes 1d6+4 charges daily.
Cutthroat's Blade Dagger 70 gp Grants advantage when attacking isolated foes.
Everburning Torch 70 gp Burns endlessly with continual flame until commanded off.
Illusive Instrument* 70 gp Creates illusional visual effects while you play music.
Imbued Wood Focus* Irian Rosewood 70 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Imbued Wood Focus* Mabaran Ebony 70 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Lockbreaker Dagger 70 gp Breaks locks with a Strength check that's easier than the lockpicking check by -5.
Message Earrings 70 gp Casts message, regains 1d4+1 charges at dawn.
Preserving Bag 70 gp Keeps food chilled and fresh indefinitely.
Quick-Donning Armor* Hide Armor 70 gp Instantly dons or doffs itself with a command word.
Sharpshooter's Bow Longbow 70 gp Bow has double normal range (but long range is not extended).
Skeleton Key 70 gp Has a 50% chance to open any lock before vanishing.
Spellwrought Tattoo Cantrip 70 gp Holds one spell, of up to 1st level, that you can cast once per day from your skin.
Tea Kit Pouch 70 gp Magically produces hot or iced tea (up to 2 gallons daily).
Versatile Hourglass 70 gp Measures any chosen time up to 24 hours, then chimes.
Warmage's Focusstone* 70 gp Focus for any spellcaster, lets you use a weapon as a spellcasting focus.
Armblade* 80 gp Weapon attaches to a Warforged's arm, can be extended or retracted at will.
Buoyancy Elixir† 80 gp Makes you float and grants advantage on swimming checks for 1 hour.
Charlatan's Dice* 80 gp Always roll any number you want and disguise the dice's appearance.
Eldeen Manifest Stone 80 gp Flashes colored light to indicate entry into a manifest zone.
Enchanting Perfume† 80 gp Grants advantage on Charisma checks toward Humanoids of CR ≤ 1 for a hour.
Farsight Scope 80 gp Extends a crossbow's range by 30 ft.
Imbued Wood Focus* Lamannian Oak 80 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Imbued Wood Focus* Xorian Wenge 80 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Karrnathi Scout's Cuirass 80 gp Gain advantage on checks and saves to escape grapples, squeeze through tight spaces without disadvantage on attack rolls and Dexterity saves.
Oracle Charm† 80 gp Casts augury when snapped in half.
Temperate Blanket 80 gp Protects you from extreme heat and cold.
Tricky Lock 80 gp Imposes disadvantage on attempts to pick it.
Waybread Box 80 gp Produces seven daily meals that taste like any named food; renews meals after 7 days.
Agile Armor Chain shirt 90 gp Armor with a +1 higher Dexterity modifier limit to AC.
Agile Armor Scale mail 90 gp Armor with a +1 higher Dexterity modifier limit to AC.
Cutthroat's Blade Shortsword 90 gp Grants advantage when attacking isolated foes.
Everpolished Armor Ring Mail Armor 90 gp Magically stays spotless and gleaming at all times.
Imbued Wood Focus* Kythrian Manchineel 90 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Imbued Wood Focus* Risian Pine 90 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Keenblade Oil† 90 gp Coated weapon crits on 19–20 for 10 minutes.
Kundarak Embercube 90 gp Radiates steady, smokeless warmth in a 15 ft. radius.
Map of Many Places 90 gp Reveals a 5 mi map of your surroundings once per day.
Masquerade Tattoo* 90 gp Lets you cast disguise self once per day.
Quick-Donning Armor* Ring Mail Armor 90 gp Instantly dons or doffs itself with a command word.
Survival Knife 90 gp Transforms into useful tools like a hatchet, rod, or trap.
Cleansing Stone 100 gp Instantly cleans you and your clothes when touched.
Goodberry Wine† 100 gp Heals 10 hit points when drunk, even in the Mournland.
Imbued Wood Focus* Fernian Ash 100 gp Spellcasting focus that adds your spellcasting modifier to damage rolls of its wood's damage type.
Meat Pie Medal† 100 gp Grants 2d4+2 temporary hit points when consumed.
Mithral Armor Chain Shirt 100 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Projecting Quill* 100 gp Magically writes short messages at range; regains 3 charges at dawn.
Scribe's Perfect Pen* 100 gp Write on any surface, never runs out of ink, mark fades from skin in 7 days, lasts on other surfaces for a 1 year.
Shiftweave 100 gp Changes between up to five preset outfits on command.
Silver Bell Necklace 100 gp Heals 5 HP per bell until all seven are used.
Tactile Unguent† 100 gp Grants advantage on Sleight of Hand and touch-based Perception checks, for 1 hour; container has 1d4+1 doses.
Tracking Dart 100 gp Marks a glowing target visible through invisibility for 1 minute; grants advantage to attack against the foe.
Spell Scroll† 1st-Level Spell 100 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Cyran Resonance Key* +1 105 gp Gain bonus to Bard spell attacks and DCs, and restores one Bardic Inspiration daily.
Elixir of Resistance† Elixir of Resist Acid Damage 105 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Poison Damage 105 gp Grants resistance to Fire damage for 1 hour.
Adamantine Armor Ring Mail 110 gp Turns critical hits against you into normal hits.
Adamantine Armor Chain Shirt 120 gp Turns critical hits against you into normal hits.
Arcane Amulet* 120 gp Focus for arcane casters; and lets you attempt to cast an unknown cantrip once per day.
Everpolished Armor Chain Shirt Armor 120 gp Magically stays spotless and gleaming at all times.
Everpolished Armor Scale Mail Armor 120 gp Magically stays spotless and gleaming at all times.
Quick-Donning Armor* Chain Shirt Armor 120 gp Instantly dons or doffs itself with a command word.
Quick-Donning Armor* Scale Mail Armor 120 gp Instantly dons or doffs itself with a command word.
Keycharm* 125 gp Links to alarm, arcane lock, or glyph of warding spell, allowing holder to bypass or dismiss them.
Adamantine Armor Scale Mail 130 gp Turns critical hits against you into normal hits.
Everpolished Armor Chain Mail Armor 130 gp Magically stays spotless and gleaming at all times.
Foldspace Satchel 130 gp Holds up to 500 lb in an extradimensional space.
Quick-Donning Armor* Chain Mail Armor 130 gp Instantly dons or doffs itself with a command word.
Knockabout Weapon Mace 140 gp Lets you shove a foe as part of an attack once per hour.
Knockdown Ammunition Sling Bullet 140 gp Knocks target prone unless they pass a Strength save.
Lightstep Boot Oil† 140 gp Makes boots grant advantage on Stealth, impose disadvantage on Survival, Perception, or Investigation checks to track the wearer.
Lycanthropy Antidote† 140 gp Cures lycanthropy caused by a bite.
Adamantine Armor Chain Mail 145 gp Turns critical hits against you into normal hits.
Spell Scroll† 2nd-Level Spell 145 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Karrnathi Bloodspear* 155 gp Gain 2d6 temporary HP when you kill a foe.
Knockabout Weapon Flail 155 gp Lets you shove a foe as part of an attack once per hour.
Knockabout Weapon Greatclub 155 gp Lets you shove a foe as part of an attack once per hour.
Knockdown Ammunition Arrow 155 gp Knocks target prone unless they pass a Strength save.
Knockdown Ammunition Bolt 155 gp Knocks target prone unless they pass a Strength save.
Spell Wand Cantrip, non-combat 65 gp Casts a stored damaging or save-forcing cantrip (DC 13, +5 to hit); 3 charges, regains 1d3 at dawn.
Brooch of Bargaining 165 gp Grants advantage on Charisma (Persuasion) checks.
Chain of Returning 165 gp Lets you throw a weapon up to 30 ft. and recall it with a Strength check.
Folding Boat 165 gp Folds into a packet; unfolds into a rowboat carrying four Medium creatures.
Magic Ammunition +1 Sling Bullet 165 gp Provides bonus to attack and damage rolls.
Zil Aquasphere 165 gp Creates an air bubble to breathe underwater indefinitely.
Agile Armor Chain mail 170 gp Armor with a +1 higher Dexterity modifier limit to AC.
Bottled Breath† 170 gp Casts gust of wind or gain the ability to not breathe for 1 hour.
Knockabout Weapon Warhammer 170 gp Lets you shove a foe as part of an attack once per hour.
Blinkback Belt 200 gp Returns thrown weapons to the belt instantly after being thrown.
Bountiful Scrollcase 200 gp Keeps all your scrolls easily accessible for instant use.
Elixir of Resistance† Elixir of Resist Cold Damage 200 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Necrotic Damage 200 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Psychic Damage 200 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Radiant Damage 200 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Thunder Damage 200 gp Grants resistance to Fire damage for 1 hour.
Healing Elixir† Lesser Healing Elixir 200 gp Restores 4d8+8 hit points when consumed.
Knockabout Weapon Maul 200 gp Lets you shove a foe as part of an attack once per hour.
Magic Ammunition +1 Arrow 200 gp Provides bonus to attack and damage rolls.
Magic Ammunition +1 Bolt 200 gp Provides bonus to attack and damage rolls.
Reducing Elixir† 200 gp Halve in size, gain disadvantage on Strength checks, disadvantage on weapon damage.
Spell Gem Obsidian 200 gp Stores one spell up to the gem's maximum level and casts it once; it can be reimbued at dawn.
Waste Hunter Blade* 200 gp Deals +1d6 Necrotic damage to Beasts and Monstrosities.
Spellwrought Tattoo 1st 200 gp Holds one spell, of up to 1st level, that you can cast once per day from your skin.
Artificer's Appraisal Goggles* 210 gp Advantage on Arcana checks, 1d3 charges per day to cast identify.
Charming Spectacles* 210 gp Casts charm person, regains 1d3 charges at dawn.
Everpolished Armor Splint Armor 220 gp Magically stays spotless and gleaming at all times.
Hoverlamp 220 gp Emits magical light or daylight, and hovers within 60 ft. of you.
Morgrave Aquatic Ring 220 gp Grants a 40 ft. swim speed.
Morgrave Archivists' Ring* 220 gp Gain advantage on an Intelligence check; regains 1d3 charges at dawn.
Poisoned Arrow 220 gp Deals 2d8 extra Poison damage and can poison the target.
Quick-Donning Armor* Splint Armor 220 gp Instantly dons or doffs itself with a command word.
Sivis Translator's Circlet 220 gp Lets you cast comprehend languages at will.
Water Breathing Elixir† 220 gp Lets you breathe underwater for one hour.
Mithral Armor Ring Mail 230 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Shargon's Periapt* 230 gp Grants swim speed equal to walking speed for 10 minutes; regains 1d6+1 charges at dawn.
Spell Wand Cantrip, combat 90 gp Casts a stored utility cantrip with no attunement needed; 3 charges, regains 1d3 at dawn.
Adamantine Armor Splint Mail 240 gp Turns critical hits against you into normal hits.
Blinding Lantern 240 gp Blinds a creature within 30 ft. on a failed save; also works as a bullseye lantern.
Hrazhak Gloves* 240 gp Climbing and swimming don't cost extra movement, gain +5 to Athletics checks made to climb or swim.
Mighty Weapon Maul 240 gp Has no Heavy-weapon disadvantage for Small creatures.
Mithral Armor Scale Mail 240 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Paper Bird† 240 gp Delivers written messages up to 60 miles away.
Spy's Earrings* 2 earrings 240 gp Links a set of earrings for telepathic speech and shared hearing within 1 mile.
Fabulist's Pendant* 250 gp Creates up to 100 gp of fake coins lasting 1 hr, change appearance of garments or armor.
Mithral Armor Chain Mail 250 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Prevenient Boots* 250 gp Add your proficiency bonus to initiative, gain +10 ft. to land speed.
Seeking Ammunition Sling Bullet 250 gp Ignore half and three-quarters cover, and disadvantage from long range.
Surefoot Boots 250 gp Grants advantage against being knocked prone and ignores difficult terrain; regains 10 charges each day at dawn.
Agile Armor Splint 260 gp Armor with a +1 higher Dexterity modifier limit to AC.
Bag of Bounty 260 gp Casts create food and water up to three times per day, quality depends on a Charisma check.
Amulet of the Shield 300 gp Casts shield once per short or long rest.
Bloodstone Collar 300 gp Familiar wearing this evades death but passes ½ the damage to its master.
Clairvoyance Wand* 300 gp Casts clairvoyance, regains 1d3 charges at dawn.
Dancers' Boots* 300 gp Increases jump height, negates fall damage up to 30 ft., and adds flair to your landings.
Eldeen Agile Staff 300 gp A druidic staff, grants advantage on Acrobatics to keep balance, gain +5 ft. to speed.
Fire Breath Elixir† 300 gp Lets you exhale a 30 ft. cone of fire once.
Glamerweave Superior Glamerweave 300 gp Clothing with shifting illusory patterns; superior version aids Charisma checks.
Healing Elixir† Greater Healing Elixir 300 gp Restores 4d8+8 hit points when consumed.
Infiltrators' Gloves 300 gp Grants +5 to Sleight of Hand and lockpicking checks.
Jorasco Periapt of Healing* 300 gp Automatically stabilize when dying, regain double hit points from Hit Dice.
Korran Veracity Ring* 300 gp Grants advantage on detecting lies, illusions, and forgeries.
Lhazaar Ring of Warming* 300 gp Protects against Cold damage and freezing temperatures.
Luckstone* 300 gp Grants +1 to ability checks and saving throws.
Mror Kinshield Rings* 300 gp Splits damage between linked allies within 300 ft.
Spectacles of Minute Seeing 300 gp Grants +5 to close-range Investigation checks.
Subtle Axe* 300 gp +1 magic axe that can cast thaumaturgy when being drawn.
Talentan Bladed Throwing Shield* 300 gp Shield that can be thrown at range 20 ft. / 60 ft., deals 1d6 damage, and instantly returns.
Wand Sheath* 300 gp Lets a Warforged store and use a wand from its arm while keeping its hand free.
Wheel of Wind and Water 300 gp Doubles a ship's speed or controls bound elementals.
Mariner's Armor Padded 310 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Mighty Weapon Glaive 310 gp Has no Heavy-weapon disadvantage for Small creatures.
Mighty Weapon Halberd 310 gp Has no Heavy-weapon disadvantage for Small creatures.
Mighty Weapon Pike 310 gp Has no Heavy-weapon disadvantage for Small creatures.
Serpent Mantle* 310 gp Summon a loyal giant poisonous snake once per day.
Dragon-Touched Focus* Slumbering 320 gp Focus for any spellcasting class; grants advantage on initiative rolls.
Mariner's Armor Hide 320 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Mariner's Armor Leather 320 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Adderstaff* 330 gp A staff that transforms into a venomous snake for attacks.
Badger-hide Armor 330 gp Gain 20 ft. burrow speed, advantage on smell-based Perception checks.
Beast Charm* 330 gp Gain advantage on Survival checks to track Beasts, and Animal Handling checks with Beasts.
Elixir of Resistance† Elixir of Resist Force Damage 330 gp Grants resistance to Fire damage for 1 hour.
Elixir of Resistance† Elixir of Resist Lightning Damage 330 gp Grants resistance to Fire damage for 1 hour.
Jorasco Token of Good Health* 330 gp Grants advantage on death saves and 5 extra hit points per Hit Die spent on a short rest.
Marshers' Mirestepping Ring 330 gp Lets you walk across liquids as solid ground.
Spell Gem Lapis lazuli 330 gp Stores one spell up to the gem's maximum level and casts it once; it can be reimbued at dawn.
Adder Sandals* 340 gp Grants advantage on Dexterity checks.
All-Purpose Tool* +1 bonus 340 gp Focus for artificers, grants bonus to spell attacks and DCs, temporary access to a new cantrip.
Mariner's Armor Ring Mail 340 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Mighty Weapon Greataxe 340 gp Has no Heavy-weapon disadvantage for Small creatures.
Boromar Quick-Escape Ring* 370 gp Creates fog or aids in escaping grapples, regains 1d3 charges at dawn.
Cavalier's Saddle 370 gp Prevents forced dismounts and imposes disadvantage on attacks against your mount.
Darkvision Goggles 370 gp Grants 60 ft. darkvision or extends existing darkvision by 60 ft.
Dragon's Wrath Weapon* Slumbering 370 gp On a critical hit, deals extra elemental damage to nearby creatures.
Eldeen Ranger's Mantle* 370 gp Focus for druids and rangers, advantage on Stealth to hide in nature, hide in plain sight.
Hand Cone of Clarity 370 gp Increases the save DC of spells and bardic abilities cast through it by 1.
Mariner's Armor Chain Shirt 370 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Mariner's Armor Scale Mail 370 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Mariner's Armor Studded Leather 370 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Scaled Ornament* Slumbering 370 gp Grants advantage on saves vs. charm or fear.
Strength Elixir† Great Strength Elixir 370 gp Temporarily sets your Strength score to a 21 for 1 hour.
Utility Climbing Rope 370 gp Obedient rope that moves, knots, and repairs itself on command; can bear up to 3000 lb.
Warding-wood Boots 370 gp Silences footsteps and grants advantage on Stealth checks to move silently.
Wind Fan 370 gp Casts gust of wind; regains 1d4 charges at dawn.
Spy's Earrings* 3 earrings 370 gp Links a set of earrings for telepathic speech and shared hearing within 1 mile.
Lhazaar Icewalking Boots* 380 gp Grants cold resistance and ignores ice or snow terrain.
Warding-wood Cloak* 380 gp While hood is up, Perception checks against you have disadvantage; you have advantage on Stealth to hide.
Acrobat's Belt 390 gp Advantage on Acrobatics checks and can avoid opportunity attacks.
Aundarian Monkswraps +1 390 gp When worn, you gain a +1, +2 or +3 bonus to attack and damage with your unarmed strikes.
Barrier Tattoo* Uncommon 390 gp When unarmored, AC = 12 + Dex modifier.
Enlarging Elixir† 390 gp Double in size, gain advantage on Strength checks, advantage on weapon damage.
Magic Weapon +1 390 gp Grants a bonus to attack and damage rolls, determined by its rarity.
Radiance Wand* 390 gp Grants bonus to spell attacks and ignore half cover; cast enhance ability on yourself once per day.
Seeking Ammunition Arrow 390 gp Ignore half and three-quarters cover, and disadvantage from long range.
Seeking Ammunition Bolt 390 gp Ignore half and three-quarters cover, and disadvantage from long range.
Aegis of Dread* 400 gp A shield that can frighten attackers who miss you.
Amulet of Mighty Strikes +1, +2, or +3 +1 400 gp Gives unarmed strikes bonus to attack and damage and makes them magical.
Mariner's Armor Chain Mail 400 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Acrid Arrow 430 gp A poisoned arrow that poisons its target and can incapacitate.
Arcane Grimoire* +1 bonus 430 gp Focus for wizards, grants bonus to spell attacks and DCs, serves as spellbook, grants recovery of extra spell slots.
Arrowcatching Gloves* 430 gp Reduces damage of ranged attack by 1d10 + Dex mod, can catch missiles when damage is negated.
Automated Alchemy Lab 430 gp Produces various mundane liquids like water, beer, or acid on command.
Clawsharp Insignia 430 gp Grants bonus to attack and damage with unarmed or natural weapons, making them magical.
Eagle-eyed Spectacles* 430 gp Grants +5 to sight-based Perception and enhances distant vision.
Faithful Amulet* +1 bonus 430 gp Focus for clerics and paladins, grants bonus to spell attacks and DCs, grants one free Channel Divinity use per day.
Fog Canister* 430 gp Produces an expanding fog cloud up to 100 ft. wide.
Mighty Weapon Longbow 430 gp Has no Heavy-weapon disadvantage for Small creatures.
Mithral Armor Breastplate 430 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Mithral Armor Splint Mail 430 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Pearl of Power* Pearl of Power 430 gp Once per day, regain one expended spell slot up to 3rd level.
Warning Weapon* 430 gp Grants advantage on initiative and prevents you from being surprised.
Spell Scroll† 3rd-Level Spell 430 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Dragonshard Conduit* +1 440 gp Focus for sorcerers, grants bonus to spell attacks and DCs, and recover sorcery points when healing.
Dragon Vessel Slumbering 440 gp Creates ale, oil, or healing/climbing elixirs once per day.
Everpolished Armor Breastplate Armor 440 gp Magically stays spotless and gleaming at all times.
Quick-Donning Armor* Breastplate Armor 440 gp Instantly dons or doffs itself with a command word.
Scaled Amulet* Lesser 440 gp Sets unarmored AC to 15 + Dexterity modifier.
Trickster's Gloves* 440 gp Grants advantage on Sleight of Hand and lets you cast mage hand at will.
Warmage's Orb* +1 440 gp Focus for any spellcaster, grants bonus to spell attacks, ignores half cover when casting.
Spell Wand 1st-Level Spell, non-combat 250 gp Casts a stored utility 1st-level spell with no attunement needed; 3 charges, regains 1d3 at dawn.
Mighty Weapon Greatsword 450 gp Has no Heavy-weapon disadvantage for Small creatures.
Aegis Cloak* 500 gp Grants a +1 bonus to AC and saving throws.
Amphibious Cloak 500 gp Breathe underwater and gain a 60 ft. swim speed.
Arcanix Primer* 500 gp Grants +5 to Arcana and History checks; gain a daily free 1st-level Wizard spell.
Bearclaw Gloves* 500 gp Gain advantage on grapples, imposes disadvantage on escape attempts by foes.
Bloodrage Greataxe 500 gp Grants +2 to attack and damage rolls when at half HP or less.
Brelish Manifold Quiver 500 gp Holds many arrows, javelins, or long weapons in extradimensional spaces.
Changeling Brooch* 500 gp Casts disguise self at will.
Corrosion Dust† 500 gp Thrown into the air, rusts away nonmagical metal in a 10 ft. cube and deals 4d8 necrotic to ferrous creatures.
Dragonhide Belt* +1 500 gp Grants a bonus to Monk save DCs; once per day regain ki points equal to a roll of your Martial Arts die.
Eldeen Moon Sickle* +1 bonus 500 gp Focus for druids and rangers, grants bonus to spell attacks and DCs, and bonuses to healing spells.
Elixir of Resistance† Elixir of Resist Fire Damage 500 gp Grants resistance to Fire damage for 1 hour.
Entanglement Wand* 500 gp Casts entangle, regains 1d6+1 charges at dawn.
Grey Medallion* 500 gp Casts detect thoughts, regains 1d3 charges at dawn.
Magic Detection Wand 500 gp Casts detect magic, regains 1d3 charges at dawn.
Magic Missiles Wand 500 gp Casts magic missile, regains 1d6+1 charges at dawn.
Magic Shield +1 500 gp Grants a bonus to AC, determined by its rarity.
Mercurial Scale Mail 500 gp Allows full Dexterity bonus to AC, has no disadvantage on Stealth.
Mighty Weapon Heavy Crossbow 500 gp Has no Heavy-weapon disadvantage for Small creatures.
Orator's Ring* 500 gp Projects your voice, rerolls a failed Charisma check, or grants temporary hit points.
Pyrestone Circlet 500 gp Casts scorching ray with +5 attack, once per day.
Rod of the Pact Keeper* +1 bonus 500 gp Focus for warlocks, grants bonus to spell attacks and DCs, restores one slot per day.
Syranian Wand* 500 gp Casts jump or levitate; regains 1d4+1 charges at dawn.
Traveler Dust† 500 gp Grants invisibility to you and allies within 10 ft. for 2d4 minutes.
Wand of Web* 500 gp Casts web; regains 1d6+1 charges at dawn.
Spy's Earrings* 4 earrings 500 gp Links a set of earrings for telepathic speech and shared hearing within 1 mile.
Adamantine Armor Breastplate 550 gp Turns critical hits against you into normal hits.
Agile Armor Breastplate 575 gp Armor with a +1 higher Dexterity modifier limit to AC.
Mariner's Armor Splint 625 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Spell Wand 1st-Level Spell, combat 400 gp Casts a stored damaging or save-forcing 1st-level spell (DC 13, +5 to hit); 3 charges, regains 1d3 at dawn.
Elemental Gem† 675 gp When you break this gem, an elemental is summoned as though by conjure elemental.
Mariner's Armor Breastplate 700 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Everpolished Armor Half Plate Armor 800 gp Magically stays spotless and gleaming at all times.
Quick-Donning Armor* Half Plate Armor 800 gp Instantly dons or doffs itself with a command word.
Spell Wand 2nd-Level Spell, non-combat 500 gp Casts a stored utility 2nd-level spell with no attunement needed; 3 charges, regains 1d3 at dawn.
Adamantine Armor Half Plate 850 gp Turns critical hits against you into normal hits.
Agile Armor Half plate 875 gp Armor with a +1 higher Dexterity modifier limit to AC.
Magic Ammunition +2 Sling Bullet 1000 gp Provides bonus to attack and damage rolls.
Mithral Armor Half Plate 1000 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Spy's Earrings* 5 earrings 1000 gp Links a set of earrings for telepathic speech and shared hearing within 1 mile.
Leafweave Armor* 1050 gp Advantage on Athletics and Stealth in forest; can burst into a cloud of cutting leaves.
Mariner's Armor Half Plate 1100 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Healing Elixir† Superior Healing Elixir 1200 gp Restores 4d8+8 hit points when consumed.
Sending Stones 1200 gp Of this pair of stones, you can use one to cast sending targeting the owner of the other.
Magic Ammunition +2 Arrow 1300 gp Provides bonus to attack and damage rolls.
Magic Ammunition +2 Bolt 1300 gp Provides bonus to attack and damage rolls.
Spell Wand 2nd-Level Spell, combat 800 gp Casts a stored damaging or save-forcing 2nd-level spell (DC 13, +5 to hit); 3 charges, regains 1d3 at dawn.
Spy's Earrings* 6 earrings 1300 gp Links a set of earrings for telepathic speech and shared hearing within 1 mile.
Breacher's Dust† 1350 gp Thrown into the air, incapacitates creatures within 30 ft. with uncontrollable coughing.
Black Highwayman's Band 1400 gp Conjures a light weapon or a shield of force for 1 minute; regains 1d3 charges at dawn.
Everpolished Armor Plate Armor 1450 gp Magically stays spotless and gleaming at all times.
Ill-fortune Blade* Sickle 1500 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Adamantine Armor Plate 1550 gp Turns critical hits against you into normal hits.
Clarota's Helmet 1550 gp Grants advantage on Wisdom saving throws against magic.
Brelish Archer's Bands* 1600 gp Grants proficiency with the shortbow and longbow, and +2 to damage with them.
Quick-Donning Armor* Full Plate Armor 1650 gp Instantly dons or doffs itself with a command word.
Agile Armor Full Plate 1700 gp Armor with a +1 higher Dexterity modifier limit to AC.
Ill-fortune Blade* Handaxe 1750 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Mithral Armor Full Plate 1750 gp Very light armor made of mithral; has no disadvantage on Stealth checks or Strength requirement.
Longbow of the Sky Sentinel* 1800 gp Once per long rest, splits an arrow into three, each dealing 1d6 extra lightning damage.
Stormsinger's Spear 1850 gp This javelin when thrown can become a 120 ft. lightning bolt dealing 4d6 lightning damage, 1/day.
Mariner's Armor Plate 1900 gp Grants a swim speed equal to walking speed; if dying underwater buoys you towards the surface.
Ill-fortune Blade* Dagger 2000 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Ill-fortune Blade* Spear 2000 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Korran Mind-Shielding Ring* 2200 gp This ring grants immunity to mindreading, blocks telepathic communication, and grants advantage on saves vs. charm or frighten.
Pearl of Power* Pearl of Greater Power 2200 gp Once per day, regain one expended spell slot up to 3rd level.
Spell Gem Quartz 2200 gp Stores one spell up to the gem's maximum level and casts it once; it can be reimbued at dawn.
Spellwrought Tattoo 2nd 2200 gp Holds one spell, of up to 1st level, that you can cast once per day from your skin.
Spell Scroll† 4th-Level Spell 2200 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Ill-fortune Blade* Shortsword 2300 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Shield of Retribution* 2300 gp Grants +1 AC beyond the shield bonus and blasts attackers who miss you for 4d6 force.
Magic Weapon +2 2350 gp Grants a bonus to attack and damage rolls, determined by its rarity.
Cyran Resonance Key* +2 2400 gp Gain bonus to Bard spell attacks and DCs, and restores one Bardic Inspiration daily.
Eldritch Claw Tattoo* 2400 gp Tattoo that when activated extends the reach of your melee attacks to 15 ft.
Cannith Smog Wand* 2500 gp This wand casts fog cloud or stinking cloud.
Dragonhide Belt* +2 2500 gp Grants a bonus to Monk save DCs; once per day regain ki points equal to a roll of your Martial Arts die.
Spell Wand 3rd-Level Spell, non-combat 1500 gp Casts a stored utility 3rd-level spell with no attunement needed; 3 charges, regains 1d3 at dawn.
Ill-fortune Blade* Battleaxe 2600 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Ill-fortune Blade* Longsword 2600 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Ill-fortune Blade* Scimitar 2600 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Warmage's Orb* +2 2650 gp Focus for any spellcaster, grants bonus to spell attacks, ignores half cover when casting.
Dragon Vessel Stirring 2850 gp Creates ale, oil, or healing/climbing elixirs once per day.
Firebrand Warhammer* 2850 gp +1 warhammer that can be set aflame at will for an extra 1d6 fire damage.
Skingorger* 2850 gp +1 blade; take exhaustion to add 1d8 acid damage and crit on 19-20 for 1 minute.
Spell Scroll† 5th-Level Spell 2850 gp Lets you cast a single stored spell of up to 3rd level once, then the scroll crumbles.
Cyran Chiroptine Elixir† 2900 gp Grants blindsight out to 30 ft. for 8 hours.
Ill-fortune Blade* Rapier 2900 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Barrier Tattoo* Rare 2950 gp When unarmored, AC = 12 + Dex modifier.
Ill-fortune Blade* Glaive 3050 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Ill-fortune Blade* Halberd 3050 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Bone Knight Armor 3100 gp Spend a charge as a reaction to deal 1d6 necrotic and 1d6 piercing to an attacker.
Deathfeeding Axe 3150 gp Regain 2d6 hit points when you reduce a living creature to 0 hit points.
Ill-fortune Blade* Greataxe 3150 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Dragon-Touched Focus* Stirring 3300 gp Focus for any spellcasting class; grants advantage on initiative rolls.
Moonhammer 3300 gp +1 warhammer; charged by moonlight to cast greater invisibility once per day.
Scaled Amulet* Greater 3300 gp Sets unarmored AC to 15 + Dexterity modifier.
Ill-fortune Blade* Greatsword 3350 gp On a hit, the target has disadvantage on its next attack roll or save unless it succeeds on a DC 13 Charisma save.
Amulet of Mighty Strikes +1, +2, or +3 +2 3450 gp Gives unarmed strikes bonus to attack and damage and makes them magical.
Cyran Skystep Boots* 3450 gp Boots that grant a fly speed equal to your walking speed for 10 minutes.
Scaled Ornament* Stirring 3450 gp Grants advantage on saves vs. charm or fear.
Irian Sunshard 3500 gp This shard can shed bright light, fire a beam of light to blind one creature, or shed blinding light in a 30-ft. cone.
Aundairian Hoverdisk 3700 gp A hovering disk you can ride; disk is 3 ft wide and has a speed of 50 ft.
Blightstaff 3700 gp Once per long rest, summons a beetle swarm that bites for 4d4 piercing damage.
Maelstrom Gloves* 3700 gp +1 unarmed strikes; extends your reach to 20 ft. and converts the damage to lightning.
Repelling Medallion* 3700 gp Spend a charge as a reaction to cast shield; regains 1d3 charges at dawn.
Finder's Goggles* 3750 gp While wearing these goggles, you have advantage on Insight checks, and can make an Insight check to cast locate creature on an object's last holder.
Spell Wand 3rd-Level Spell, combat 2000 gp Casts a stored damaging or save-forcing 3rd-level spell (DC 15, +7 to hit); 3 charges, regains 1d3 at dawn.
Aundarian Monkswraps +2 3850 gp When worn, you gain a +1, +2 or +3 bonus to attack and damage with your unarmed strikes.
Spell Gem Bloodstone 3850 gp Stores one spell up to the gem's maximum level and casts it once; it can be reimbued at dawn.
Spellwrought Tattoo 3rd 3850 gp Holds one spell, of up to 1st level, that you can cast once per day from your skin.
Rod of the Solitary Scout* 3900 gp Grants +2 to spell attacks and casts grease, magic mouth and expeditious retreat.
Meditation Beads* 3950 gp Stores up to 8 ki points, which you can reclaim as a bonus action.
Bound Golubbhan Reservoir 4000 gp Produces unlimited fresh or salt water as a stream, a fountain, or a knock-down geyser.
Circlet of Telepathy* 4100 gp This circlet lets you cast detect thoughts, send a telepathic message, or cast suggestion.
Eldeen Moon Sickle* +2 bonus 4100 gp Focus for druids and rangers, grants bonus to spell attacks and DCs, and bonuses to healing spells.
Lhazaar Seakin Circlet* 4100 gp This circlet when worn grants darkvision 60 ft., a swim speed of 30 ft., and breathing underwater.
Ring of Spell Splitting* 4250 gp Once per day, a spell that targets one creature can target one more.
Rod of the Pact Keeper* +2 bonus 4250 gp Focus for warlocks, grants bonus to spell attacks and DCs, restores one slot per day.
Serpent Belt 4250 gp Grants immunity to the poisoned condition; becomes a poisonous snake once per day.
Dragon's Wrath Weapon* Stirring 4300 gp On a critical hit, deals extra elemental damage to nearby creatures.
Sharn Skyrunner Boots* 4300 gp These boots increase your speed to 35 ft. You can expend a charge to jump three times the normal distance.
All-Purpose Tool* +2 bonus 4350 gp Focus for artificers, grants bonus to spell attacks and DCs, temporary access to a new cantrip.
Arcane Grimoire* +2 bonus 4450 gp Focus for wizards, grants bonus to spell attacks and DCs, serves as spellbook, grants recovery of extra spell slots.
Strength Elixir† Superior Strength Elixir 4450 gp Temporarily sets your Strength score to a 21 for 1 hour.
Arcanix Circlet of Intellect* 4650 gp While worn, increases your Int to 19 if it's not higher.
Coiling Grasp Tattoo* 4650 gp This tattoo lets you summon black tendrils to grapple someone and deal 3d6 force damage.
Dragoons' Gauntlets* 4650 gp While worn, these gloves increase your Strength score to 19 if it isn't higher.
Faithful Amulet* +2 bonus 4650 gp Focus for clerics and paladins, grants bonus to spell attacks and DCs, grants one free Channel Divinity use per day.
Magic Shield +2 4650 gp Grants a bonus to AC, determined by its rarity.
Dragonshard Conduit* +2 4850 gp Focus for sorcerers, grants bonus to spell attacks and DCs, and recover sorcery points when healing.
Instrument of the Bards* Fochlucan bandore 4850 gp This instrument lets you cast a selection of spells once per day each, and impose disadvantage on any saves.
Instrument of the Bards* Mac-Fuirmidh cittern 4850 gp This instrument lets you cast a selection of spells once per day each, and impose disadvantage on any saves.
Jorasco Healing Ointment† 4850 gp A dose of this ointment heals 2d8+2 hp, removes the poisoned condition and cures diseases.
Shock-absorbing Armor Padded 4850 gp Grants resistance to bludgeoning damage and reduces falling damage by twice your level.
Shock-absorbing Armor Hide 4900 gp Grants resistance to bludgeoning damage and reduces falling damage by twice your level.
Shock-absorbing Armor Leather 4950 gp Grants resistance to bludgeoning damage and reduces falling damage by twice your level.
Shock-absorbing Armor Studded Leather 5000 gp Grants resistance to bludgeoning damage and reduces falling damage by twice your level.

* means the item requires attunement.
† means the item is consumable.