Grimorio

Il Tomo · compendio della campagna

Backgrounds, Species, Classes, Talenti, armi, armature e oggetti magici di D&D 5e. Cerca e filtra le voci.


391 / 391
Rarità:

Adamantine Armor

Uncommon
Armor (Any Medium or Heavy, Except Hide Armor) · B+400 GP

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.

Adamantine Weapon

Uncommon
Weapon (Any Ammunition or Melee Weapon) · B+400 GP

This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.

Adventurer's Ring

Common
Ring · 250 GP

"Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire." While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.

Alchemy Jug

Uncommon
Wondrous Item · 400 GP

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty. You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

Ammunition of Slaying

Very Rare
Weapon (Any Ammunition) · 20,000 GP

This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical.

Ammunition, +1, +2, or +3

Very Rare
Weapon (Any Ammunition), Uncommon(+1), Rare (+2), or · Varies

You have a bonus to attack rolls 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. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.

Amulet of Health

Rare
Wondrous Item · richiede sintonia · 4,000 GP

Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Amulet of Proof against Detection and Location

Uncommon
Wondrous Item · richiede sintonia · 400 GP

While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

Amulet of Retributive Healing

Rare
Wondrous Item · richiede sintonia · 4,000 GP

This amulet has 3 charges and regains 1d4 charges daily at dawn. When you restore Hit Points to one other creature, you can expend 1 charge to regain the same amount of Hit Points.

Amulet of the Planes

Very Rare
Wondrous Item · richiede sintonia · 40,000 GP

While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.

Animated Shield

Very Rare
Armor (Shield) · richiede sintonia · B+40,000 GP

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Apparatus of Kwalish

Legendary
Wondrous Item · 200,000 GP

This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.

Arcane Battery

Uncommon
Wondrous Item · 200 GP

This smooth, oval stone is etched with faintly glowing, magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic.

Armor of Gleaming

Common
Armor (Any Light, Medium, or Heavy) · B+100 GP

This armor never gets dirty.

Armor of Invulnerability

Legendary
Armor (Plate Armor) · richiede sintonia · B+200,000 GP

You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.

Armor of Resistance

Rare
Armor (Any Light, Medium, or Heavy) · richiede sintonia · B+4,000 GP

You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.

Armor of Vulnerability

Rare
Armor (Any Light, Medium, or Heavy) · richiede sintonia · B+4,000 GP

While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to two of the three damage types associated with the armor (not the one to which it grants Resistance).

Armor, +1, +2, or +3

Very Rare
Armor (Any Light, Medium, or Heavy), Rare(+1) · Varies

You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.

Arrow-Catching Shield

Armor · B+4,000 GP

You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

Axe of the Dwarvish Lords

Artifact
Weapon (Battleaxe) · richiede sintonia · Priceless

A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe of the Dwarvish Lords. Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage. The axe has the Thrown property with a normal range of…

Pagina 1 / 20