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Created October 7, 2018 02:43
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{
"Arrow of Slaying": {
"name": "Arrow of Slaying",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "6d10",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\nOnce an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.\nSource: Dungeon Master's Guide p. 152"
},
"Arrows": {
"name": "Arrows",
"meta": {
"Type": "Ammunition",
"Cost": "0.05 gp",
"Weight": "0.05 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Player's Handbook p. 150"
},
"Arrows +1": {
"name": "Arrows +1",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Arrows +2": {
"name": "Arrows +2",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Arrows +3": {
"name": "Arrows +3",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Blowgun Needle of Slaying": {
"name": "Blowgun Needle of Slaying",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.02 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "6d10",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "A blowgun needle of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both needles of dragon slaying and needles of blue dragon slaying. If a creature belonging to the type, race, or group associated with a needle of slaying takes damage from the needle the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\nOnce a needle of slaying deals its extra damage to a creature, it becomes a nonmagical blowgun needle.\nSource: Dungeon Master's Guide p. 152"
},
"Blowgun Needles": {
"name": "Blowgun Needles",
"meta": {
"Type": "Ammunition",
"Cost": "0.02 gp",
"Weight": "0.02 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Player's Handbook p. 150"
},
"Blowgun Needles +1": {
"name": "Blowgun Needles +1",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.02 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Blowgun Needles +2": {
"name": "Blowgun Needles +2",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.02 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Blowgun Needles +3": {
"name": "Blowgun Needles +3",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.02 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Crossbow Bolt of Slaying": {
"name": "Crossbow Bolt of Slaying",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "6d10",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "A crossbow bolt of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bolts of dragon slaying and bolts of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bolt of slaying takes damage from the bolt the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\nOnce a bolt of slaying deals its extra damage to a creature, it becomes a nonmagical crossbow bolt.\nSource: Dungeon Master's Guide p. 152"
},
"Crossbow Bolts": {
"name": "Crossbow Bolts",
"meta": {
"Type": "Ammunition",
"Cost": "0.05 gp",
"Weight": "0.075 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Player's Handbook p. 150"
},
"Crossbow Bolts +1": {
"name": "Crossbow Bolts +1",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Crossbow Bolts +2": {
"name": "Crossbow Bolts +2",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Crossbow Bolts +3": {
"name": "Crossbow Bolts +3",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Sling Bullet of Slaying": {
"name": "Sling Bullet of Slaying",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "6d10",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "A sling bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both bullets of dragon slaying and bullets of blue dragon slaying. If a creature belonging to the type, race, or group associated with a bullet of slaying takes damage from the bullet the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\nOnce a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical sling bullet.\nSource: Dungeon Master's Guide p. 152"
},
"Sling Bullets": {
"name": "Sling Bullets",
"meta": {
"Type": "Ammunition",
"Cost": "0.002 gp",
"Weight": "0.075 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Player's Handbook p. 150"
},
"Sling Bullets +1": {
"name": "Sling Bullets +1",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Sling Bullets +2": {
"name": "Sling Bullets +2",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Sling Bullets +3": {
"name": "Sling Bullets +3",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.\nSource: Dungeon Master's Guide p. 150"
},
"Unbreakable Arrow": {
"name": "Unbreakable Arrow",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "This arrow can’t be broken, except when it is within an antimagic field.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Walloping Arrow": {
"name": "Walloping Arrow",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.05 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.\nAmmunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Walloping Blowgun Needle": {
"name": "Walloping Blowgun Needle",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.02 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.\nAmmunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Walloping Crossbow Bolt": {
"name": "Walloping Crossbow Bolt",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.\nAmmunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Walloping Sling Bullet": {
"name": "Walloping Sling Bullet",
"meta": {
"Type": "Ammunition",
"Cost": "0 gp",
"Weight": "0.075 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/ammunition.jpg"
},
"description": "This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.\nAmmunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Abacus": {
"name": "Abacus",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Acid (vial)": {
"name": "Acid (vial)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "1 lb",
"Roll": "2d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.\nSource: Player's Handbook p. 148"
},
"Alchemist's Fire (flask)": {
"name": "Alchemist's Fire (flask)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "1 lb",
"Roll": "1d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.\nSource: Player's Handbook p. 148"
},
"Alchemist's Supplies": {
"name": "Alchemist's Supplies",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "8 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nAlchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.\nComponents: Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.\nArcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.\nInvestigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.\nAlchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.\nSource: Player's Handbook p. 154"
},
"Amulet": {
"name": "Amulet",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A holy symbol is a representation of a god or pantheon\nA cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.\nSource: Player's Handbook p. 151"
},
"Antitoxin": {
"name": "Antitoxin",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.\nSource: Player's Handbook p. 151"
},
"Backpack": {
"name": "Backpack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.\nSource: Player's Handbook p. 153"
},
"Bagpipes": {
"name": "Bagpipes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30 gp",
"Weight": "6 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Ball Bearings": {
"name": "Ball Bearings",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0.002 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.\nSource: Player's Handbook p. 151"
},
"Barrel": {
"name": "Barrel",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "70 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.\nSource: Player's Handbook p. 153"
},
"Basket": {
"name": "Basket",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.4 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A basket holds 2 cubic feet or 40 pounds of gear.\nSource: Player's Handbook p. 153"
},
"Bedroll": {
"name": "Bedroll",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "7 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Bell": {
"name": "Bell",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Bit and Bridle": {
"name": "Bit and Bridle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Blanket": {
"name": "Blanket",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Block and Tackle": {
"name": "Block and Tackle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.\nSource: Player's Handbook p. 151"
},
"Book": {
"name": "Book",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).\nSource: Player's Handbook p. 151"
},
"Brewer's Supplies": {
"name": "Brewer's Supplies",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "9 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nBrewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.\nComponents: Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.\nHistory: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.\nMedicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.\nPersuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.\nPotable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.\nSource: Player's Handbook p. 154"
},
"Bucket": {
"name": "Bucket",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids.\nSource: Player's Handbook p. 153"
},
"Bullseye Lantern": {
"name": "Bullseye Lantern",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.\nSource: Player's Handbook p. 152"
},
"Burglar's Pack": {
"name": "Burglar's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "16 gp",
"Weight": "44.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a bag of 1,000 ball bearings\n• 10 feet of string\n• a bell\n• 5 candles\n• a crowbar\n• a hammer\n• 10 pitons\n• a hooded lantern\n• 2 flasks of oil\n• 5 days rations\n• a tinderbox\n• a waterskin\n• 50 feet of hempen rope\nSource: Player's Handbook p. 151"
},
"Calligrapher's Supplies": {
"name": "Calligrapher's Supplies",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nCalligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design.\nComponents: Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.\nArcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.\nHistory: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.\nDecipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.\nSource: Player's Handbook p. 154"
},
"Caltrops": {
"name": "Caltrops",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "0.1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.\nSource: Player's Handbook p. 151"
},
"Camel": {
"name": "Camel",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Candle": {
"name": "Candle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\nSource: Player's Handbook p. 151"
},
"Carpenter's Tools": {
"name": "Carpenter's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "8 gp",
"Weight": "6 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nSkill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.\nComponents: Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.\nHistory: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.\nInvestigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.\nPerception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.\nStealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.\nFortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.\nTemporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.\nSource: Player's Handbook p. 154"
},
"Carriage": {
"name": "Carriage",
"meta": {
"Type": "Adventuring Gear",
"Cost": "100 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Cart": {
"name": "Cart",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Cartographer's Tools": {
"name": "Cartographer's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "6 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nUsing cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.\nComponents: Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.\nArcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.\nNature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.\nSurvival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.\nCraft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.\nSource: Player's Handbook p. 154"
},
"Chain (10 feet)": {
"name": "Chain (10 feet)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.\nSource: Player's Handbook p. 151"
},
"Chain Barding": {
"name": "Chain Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "110 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nChain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Chalk (1 piece)": {
"name": "Chalk (1 piece)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Chariot": {
"name": "Chariot",
"meta": {
"Type": "Adventuring Gear",
"Cost": "250 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Chest": {
"name": "Chest",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "25 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A chest holds 12 cubic feet or 300 pounds of gear.\nSource: Player's Handbook p. 153"
},
"Climber's Kit": {
"name": "Climber's Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "12 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.\nSource: Player's Handbook p. 151"
},
"Cobbler's Tools": {
"name": "Cobbler's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nAlthough the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.\nComponents: Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.\nArcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.\nInvestigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.\nMaintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.\nCraft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.\nSource: Player's Handbook p. 154"
},
"Common Clothes": {
"name": "Common Clothes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Component Pouch": {
"name": "Component Pouch",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).\nSource: Player's Handbook p. 151"
},
"Cook's Utensils": {
"name": "Cook's Utensils",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "8 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nAdventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.\nComponents: Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.\nHistory: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.\nMedicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.\nSurvival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.\nPrepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.\nSource: Player's Handbook p. 154"
},
"Costume Clothes": {
"name": "Costume Clothes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Crossbow Bolt Case": {
"name": "Crossbow Bolt Case",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This wooden case can hold up to twenty crossbow bolts.\nSource: Player's Handbook p. 151"
},
"Crowbar": {
"name": "Crowbar",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.\nSource: Player's Handbook p. 151"
},
"Crystal": {
"name": "Crystal",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.\nSource: Player's Handbook p. 151"
},
"Dice Set": {
"name": "Dice Set",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.\nProficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.\nComponents: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.\nHistory: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.\nInsight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.\nSleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.\nSource: Player's Handbook p. 154"
},
"Diplomat's Pack": {
"name": "Diplomat's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "39 gp",
"Weight": "36 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a chest\n• 2 cases for maps and scrolls\n• a set of fine clothes\n• a bottle of ink\n• an ink pen\n• a lamp\n• 2 flasks of oil\n• 5 sheets of paper\n• a vial of perfume\n• sealing wax\n• soap.\nSource: Player's Handbook p. 151"
},
"Disguise Kit": {
"name": "Disguise Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.\nThe perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.\nComponents: A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.\nDeception: In certain cases, a disguise can improve your ability to weave convincing lies.\nIntimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.\nPerformance: A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.\nPersuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.\nCreate Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.\nAt other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.\nSource: Player's Handbook p. 154"
},
"Donkey": {
"name": "Donkey",
"meta": {
"Type": "Adventuring Gear",
"Cost": "8 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Draft Horse": {
"name": "Draft Horse",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Dragonchess Set": {
"name": "Dragonchess Set",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.\nProficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.\nComponents: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.\nHistory: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.\nInsight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.\nSleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.\nSource: Player's Handbook p. 154"
},
"Drum": {
"name": "Drum",
"meta": {
"Type": "Adventuring Gear",
"Cost": "6 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Dulcimer": {
"name": "Dulcimer",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Dungeoneer's Pack": {
"name": "Dungeoneer's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "12 gp",
"Weight": "61.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a crowbar\n• a hammer\n• 10 pitons\n• 10 torches\n• a tinderbox\n• 10 days of rations\n• a waterskin\n• 50 feet of hempen rope\nSource: Player's Handbook p. 151"
},
"Elephant": {
"name": "Elephant",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Emblem": {
"name": "Emblem",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A holy symbol is a representation of a god or pantheon\nA cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.\nSource: Player's Handbook p. 151"
},
"Entertainer's Pack": {
"name": "Entertainer's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "40 gp",
"Weight": "38 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a bedroll\n• 2 costumes\n• 5 candles\n• 5 days of rations\n• a waterskin\n• a disguise kit.\nSource: Player's Handbook p. 151"
},
"Exotic Saddle": {
"name": "Exotic Saddle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "60 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An exotic saddle is required for riding any aquatic or flying mount.\nSource: Player's Handbook, p. 157"
},
"Expenses, Ale, Gallon": {
"name": "Expenses, Ale, Gallon",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Ale, Mug": {
"name": "Expenses, Ale, Mug",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.04 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Banquet (per person)": {
"name": "Expenses, Banquet (per person)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Bread, Loaf": {
"name": "Expenses, Bread, Loaf",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Cheese, hunk": {
"name": "Expenses, Cheese, hunk",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Aristocratic": {
"name": "Expenses, Inn, per day, Aristocratic",
"meta": {
"Type": "Adventuring Gear",
"Cost": "4 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Comfortable": {
"name": "Expenses, Inn, per day, Comfortable",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.8 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Modest": {
"name": "Expenses, Inn, per day, Modest",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Poor": {
"name": "Expenses, Inn, per day, Poor",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Squalid": {
"name": "Expenses, Inn, per day, Squalid",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.07 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Inn, per day, Wealthy": {
"name": "Expenses, Inn, per day, Wealthy",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Aristocratic": {
"name": "Expenses, Meals, per day, Aristocratic",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Comfortable": {
"name": "Expenses, Meals, per day, Comfortable",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Modest": {
"name": "Expenses, Meals, per day, Modest",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.3 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Poor": {
"name": "Expenses, Meals, per day, Poor",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.06 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Squalid": {
"name": "Expenses, Meals, per day, Squalid",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.03 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meals, per day, Wealthy": {
"name": "Expenses, Meals, per day, Wealthy",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.8 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Meat, Chunk": {
"name": "Expenses, Meat, Chunk",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.3 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Stabling, per day": {
"name": "Expenses, Stabling, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Expenses, Wine, Common, Pitcher": {
"name": "Expenses, Wine, Common, Pitcher",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Expenses, Wine, Fine, Bottle": {
"name": "Expenses, Wine, Fine, Bottle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 158"
},
"Explorer's Pack": {
"name": "Explorer's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "59 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a bedroll\n• a mess kit\n• a tinderbox\n• 10 torches\n• 10 days of rations\n• a waterskin\n• 50 feet of hempen rope\nSource: Player's Handbook p. 151"
},
"Feed (1 day)": {
"name": "Feed (1 day)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Fine Clothes": {
"name": "Fine Clothes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "6 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Fishing Tackle": {
"name": "Fishing Tackle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.\nSource: Player's Handbook p. 151"
},
"Flask": {
"name": "Flask",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A flask holds 1 pint of liquid.\nSource: Player's Handbook p. 153"
},
"Flute": {
"name": "Flute",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Forgery Kit": {
"name": "Forgery Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.\nA forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.\nComponents: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.\nArcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.\nDeception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.\nHistory: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.\nInvestigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.\nOther Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.\nQuick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.\nSource: Player's Handbook p. 154"
},
"Galley": {
"name": "Galley",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30000 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Glass Bottle": {
"name": "Glass Bottle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A bottle holds 1 1/2 pints of liquid.\nSource: Player's Handbook p. 153"
},
"Glassblower's Tools": {
"name": "Glassblower's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nSomeone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.\nComponents: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.\nArcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)\nInvestigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.\nIdentify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.\nSource: Player's Handbook p. 154"
},
"Grappling Hook": {
"name": "Grappling Hook",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Half Plate Barding": {
"name": "Half Plate Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "3000 gp",
"Weight": "80 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nHalf plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2).\nSource: Player's Handbook, p. 157"
},
"Hammer": {
"name": "Hammer",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Healer's Kit": {
"name": "Healer's Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.\nSource: Player's Handbook p. 151"
},
"Hempen Rope (50 feet)": {
"name": "Hempen Rope (50 feet)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.\nSource: Player's Handbook p. 153"
},
"Herbalism Kit": {
"name": "Herbalism Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.\nProficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.\nComponents: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.\nArcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.\nInvestigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.\nMedicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.\nNature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.\nIdentify Plants: You can identify most plants with a quick inspection of their appearance and smell.\nSource: Player's Handbook p. 154"
},
"Hide Barding": {
"name": "Hide Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "40 gp",
"Weight": "24 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nHide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2).\nSource: Player's Handbook, p. 157"
},
"Holy Water (flask)": {
"name": "Holy Water (flask)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\\n\\tA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.\nSource: Player's Handbook p. 151"
},
"Hooded Lantern": {
"name": "Hooded Lantern",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.\nSource: Player's Handbook p. 152"
},
"Horn": {
"name": "Horn",
"meta": {
"Type": "Adventuring Gear",
"Cost": "3 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Hourglass": {
"name": "Hourglass",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Hunting Trap": {
"name": "Hunting Trap",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "25 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.\nSource: Player's Handbook p. 152"
},
"Ink (1 ounce bottle)": {
"name": "Ink (1 ounce bottle)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Ink Pen": {
"name": "Ink Pen",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Iron Pot": {
"name": "Iron Pot",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An iron pot holds 1 gallon of liquid.\nSource: Player's Handbook p. 153"
},
"Iron Spikes": {
"name": "Iron Spikes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Jeweler's Tools": {
"name": "Jeweler's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nTraining with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.\nComponents: Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.\nArcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.\nInvestigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.\nIdentify Gems: You can identify gems and determine their value at a glance.\nSource: Player's Handbook p. 154"
},
"Jug": {
"name": "Jug",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A jug holds 1 gallon of liquid.\nSource: Player's Handbook p. 153"
},
"Keelboat": {
"name": "Keelboat",
"meta": {
"Type": "Adventuring Gear",
"Cost": "3000 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nKeelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of lhe vehicle. These vehicles can'l be rowed againsl any significanl current, but they can be pulled upstream by draft animais on the shores.\nSource: Player's Handbook, p. 157"
},
"Ladder (10-foot)": {
"name": "Ladder (10-foot)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "25 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Lamp": {
"name": "Lamp",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.\nSource: Player's Handbook p. 152"
},
"Leather Barding": {
"name": "Leather Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "40 gp",
"Weight": "20 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nLeather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier.\nSource: Player's Handbook, p. 157"
},
"Leatherworker's Tools": {
"name": "Leatherworker's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nKnowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.\nComponents: Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.\nArcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.\nInvestigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.\nIdentify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using half_ling methods.\nSource: Player's Handbook p. 154"
},
"Lifestyle Expenses, Aristocratic, per day": {
"name": "Lifestyle Expenses, Aristocratic, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nAristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Comfortable, per day": {
"name": "Lifestyle Expenses, Comfortable, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nComfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Modest, per day": {
"name": "Lifestyle Expenses, Modest, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nModest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Poor": {
"name": "Lifestyle Expenses, Poor",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nPoor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Squalid, per day": {
"name": "Lifestyle Expenses, Squalid, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nSqualid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Wealthy, per day": {
"name": "Lifestyle Expenses, Wealthy, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "4 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nWealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.\nSource: Player's Handbook, p. 157"
},
"Lifestyle Expenses, Wretched": {
"name": "Lifestyle Expenses, Wretched",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.\nAt the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.\nYour lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.\nWretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.\nSource: Player's Handbook, p. 157"
},
"Lock": {
"name": "Lock",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.\nSource: Player's Handbook p. 152"
},
"Longship": {
"name": "Longship",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10000 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Lute": {
"name": "Lute",
"meta": {
"Type": "Adventuring Gear",
"Cost": "35 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Lyre": {
"name": "Lyre",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Magnifying Glass": {
"name": "Magnifying Glass",
"meta": {
"Type": "Adventuring Gear",
"Cost": "100 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.\nSource: Player's Handbook p. 152"
},
"Manacles": {
"name": "Manacles",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "6 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.\nSource: Player's Handbook p. 152"
},
"Map or Scroll Case": {
"name": "Map or Scroll Case",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.\nSource: Player's Handbook p. 151"
},
"Mason's Tools": {
"name": "Mason's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "8 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nMason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.\nComponents: Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.\nHistory: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.\nInvestigation: You gain additional insight when inspecting areas within stone structures.\nPerception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.\nDemolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.\nSource: Player's Handbook p. 154"
},
"Mastiff": {
"name": "Mastiff",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Merchant's Scale": {
"name": "Merchant's Scale",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.\nSource: Player's Handbook p. 153"
},
"Mess Kit": {
"name": "Mess Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.\nSource: Player's Handbook p. 152"
},
"Military Saddle": {
"name": "Military Saddle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.\nSource: Player's Handbook, p. 157"
},
"Miner's Pick": {
"name": "Miner's Pick",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Monster Hunter's Pack": {
"name": "Monster Hunter's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "33 gp",
"Weight": "48.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a chest\n• a crowbar\n• a hammer\n• three wooden stakes\n• a holy symbol\n• a flask of holy water\n• a set of manacles\n• a steel mirror\n• a flask of oil\n• a tinderbox\n• 3 torches\nSource: Curse of Strahd, p. 209"
},
"Mule": {
"name": "Mule",
"meta": {
"Type": "Adventuring Gear",
"Cost": "8 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Navigator's Tools": {
"name": "Navigator's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.\nProficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.\nComponents: Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.\nSurvival: Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.\nSighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day.\nSource: Player's Handbook p. 154"
},
"Oil (flask)": {
"name": "Oil (flask)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.\nSource: Player's Handbook p. 152"
},
"Orb": {
"name": "Orb",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.\nSource: Player's Handbook p. 151"
},
"Pack Saddle": {
"name": "Pack Saddle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Padded Barding": {
"name": "Padded Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "16 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nPadded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Painter's Supplies": {
"name": "Painter's Supplies",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nProficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.\nComponents: Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.\nArcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.\nInvestigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.\nPainting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.\nSource: Player's Handbook p. 154"
},
"Pan Flute": {
"name": "Pan Flute",
"meta": {
"Type": "Adventuring Gear",
"Cost": "12 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Paper (one sheet)": {
"name": "Paper (one sheet)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Parchment (one sheet)": {
"name": "Parchment (one sheet)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Perfume (vial)": {
"name": "Perfume (vial)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Pitcher": {
"name": "Pitcher",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A pitcher holds 1 gallon of liquid.\nSource: Player's Handbook p. 153"
},
"Piton": {
"name": "Piton",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "0.25 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Plate Barding": {
"name": "Plate Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "6000 gp",
"Weight": "130 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nPlate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Playing Card Set": {
"name": "Playing Card Set",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.\nSource: Player's Handbook p. 154"
},
"Poison (Assassin's Blood)": {
"name": "Poison (Assassin's Blood)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "150 gp",
"Weight": "0 lb",
"Roll": "1d12",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Basic)": {
"name": "Poison (Basic)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "100 gp",
"Weight": "0 lb",
"Roll": "1d4",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\nSource: Player's Handbook p. 153"
},
"Poison (Burnt Othur Fumes)": {
"name": "Poison (Burnt Othur Fumes)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "500 gp",
"Weight": "0 lb",
"Roll": ["3d6", "1d6"],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Carrion Crawler Mucus)": {
"name": "Poison (Carrion Crawler Mucus)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nContact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Drow Poison)": {
"name": "Poison (Drow Poison)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Essence of Ether)": {
"name": "Poison (Essence of Ether)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "300 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Malice)": {
"name": "Poison (Malice)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "250 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Midnight Tears)": {
"name": "Poison (Midnight Tears)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1500 gp",
"Weight": "0 lb",
"Roll": "9d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Oil of Taggit)": {
"name": "Poison (Oil of Taggit)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "400 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\nContact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Pale Tincture)": {
"name": "Poison (Pale Tincture)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "250 gp",
"Weight": "0 lb",
"Roll": "1d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.\nInhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Purple Worm Poison)": {
"name": "Poison (Purple Worm Poison)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2000 gp",
"Weight": "0 lb",
"Roll": "12d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Serpent Venom)": {
"name": "Poison (Serpent Venom)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "0 lb",
"Roll": "3d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Torpor)": {
"name": "Poison (Torpor)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "600 gp",
"Weight": "0 lb",
"Roll": "4d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\nPoisoned: A poisoned creature has disadvantage on attack rolls and ability checks.\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Truth Serum)": {
"name": "Poison (Truth Serum)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "150 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.\nIngested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.\nSource: Dungeon Master's Guide p. 257"
},
"Poison (Wyvern Poison)": {
"name": "Poison (Wyvern Poison)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1200 gp",
"Weight": "0 lb",
"Roll": "7d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.\nInjury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.\nSource: Dungeon Master's Guide p. 257"
},
"Poisoner's Kit": {
"name": "Poisoner's Kit",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.\nA poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.\nComponents: A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.\nHistory: Your training with poisons can help you when you try to recall facts about infamous poisonings.\nInvestigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.\nMedicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.\nNature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.\nHandle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.\nSource: Player's Handbook p. 154"
},
"Pole (10-foot)": {
"name": "Pole (10-foot)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "7 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Pony": {
"name": "Pony",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Portable Ram": {
"name": "Portable Ram",
"meta": {
"Type": "Adventuring Gear",
"Cost": "4 gp",
"Weight": "35 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.\nSource: Player's Handbook p. 153"
},
"Potter's Tools": {
"name": "Potter's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nPotter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels.\nComponents: Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.\nHistory: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.\nInvestigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.\nReconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.\nSource: Player's Handbook p. 154"
},
"Pouch": {
"name": "Pouch",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.\nSource: Player's Handbook p. 153"
},
"Priest's Pack": {
"name": "Priest's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "19 gp",
"Weight": "24 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a blanket\n• 10 candles\n• a tinderbox\n• an alms box\n• 2 blocks of incense\n• a censer\n• vestments\n• 2 days of rations\n• a waterskin.\nSource: Player's Handbook p. 151"
},
"Quiver": {
"name": "Quiver",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A quiver can hold up to 20 arrows.\nSource: Player's Handbook p. 153"
},
"Rations (1 day)": {
"name": "Rations (1 day)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.\nSource: Player's Handbook p. 153"
},
"Reliquary": {
"name": "Reliquary",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A holy symbol is a representation of a god or pantheon\nA cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.\nSource: Player's Handbook p. 151"
},
"Riding Horse": {
"name": "Riding Horse",
"meta": {
"Type": "Adventuring Gear",
"Cost": "75 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Riding Saddle": {
"name": "Riding Saddle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Ring Barding": {
"name": "Ring Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "120 gp",
"Weight": "80 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nRing barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Robes": {
"name": "Robes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Rod": {
"name": "Rod",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "2 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.\nSource: Player's Handbook p. 151"
},
"Rowboat": {
"name": "Rowboat",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "100 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nKeelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of lhe vehicle. These vehicles can'l be rowed againsl any significanl current, but they can be pulled upstream by draft animais on the shores.\nSource: Player's Handbook, p. 157"
},
"Sack": {
"name": "Sack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "0.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A sack can hold up to 1 cubic foot or 30 pounds of gear.\nSource: Player's Handbook p. 153"
},
"Saddlebags": {
"name": "Saddlebags",
"meta": {
"Type": "Adventuring Gear",
"Cost": "4 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Sailing Ship": {
"name": "Sailing Ship",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10000 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Scale Barding": {
"name": "Scale Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "200 gp",
"Weight": "90 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nScale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Scholar's Pack": {
"name": "Scholar's Pack",
"meta": {
"Type": "Adventuring Gear",
"Cost": "40 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Includes:\n• a backpack\n• a book of lore\n• a bottle of ink\n• an ink pen\n• 10 sheets of parchment\n• a little bag of sand\n• a small knife.\nSource: Player's Handbook p. 151"
},
"Sealing Wax": {
"name": "Sealing Wax",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Services, Coach Cab, between towns, per mile": {
"name": "Services, Coach Cab, between towns, per mile",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.03 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 159"
},
"Services, Coach Cab, within city, per mile": {
"name": "Services, Coach Cab, within city, per mile",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 159"
},
"Services, Hireling, Skilled, per day": {
"name": "Services, Hireling, Skilled, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay\nSource: Player's Handbook, p. 159"
},
"Services, Hireling, Untrained, per day": {
"name": "Services, Hireling, Untrained, per day",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.\nSource: Player's Handbook, p. 159"
},
"Services, Messenger, per mile": {
"name": "Services, Messenger, per mile",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 159"
},
"Services, Road or Gate Toll": {
"name": "Services, Road or Gate Toll",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 159"
},
"Services, Ship's Passage, per mile": {
"name": "Services, Ship's Passage, per mile",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 159"
},
"Shawm": {
"name": "Shawm",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Shovel": {
"name": "Shovel",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Signal Whistle": {
"name": "Signal Whistle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Signet Ring": {
"name": "Signet Ring",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Silk Rope (50 feet)": {
"name": "Silk Rope (50 feet)",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.\nSource: Player's Handbook p. 153"
},
"Sled": {
"name": "Sled",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Sledge Hammer": {
"name": "Sledge Hammer",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Smith's Tools": {
"name": "Smith's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "20 gp",
"Weight": "8 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nSmith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.\nComponents: Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.\nArcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.\nInvestigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.\nRepair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.\nSource: Player's Handbook p. 154"
},
"Soap": {
"name": "Soap",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Spellbook": {
"name": "Spellbook",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "3 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.\nSource: Player's Handbook p. 153"
},
"Splint Barding": {
"name": "Splint Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "800 gp",
"Weight": "120 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nSplint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.\nSource: Player's Handbook, p. 157"
},
"Sprig of Mistletoe": {
"name": "Sprig of Mistletoe",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.\nSource: Player's Handbook p. 151"
},
"Spyglass": {
"name": "Spyglass",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1000 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Objects viewed through a spyglass are magnified to twice their size.\nSource: Player's Handbook p. 153"
},
"Staff": {
"name": "Staff",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.\nSource: Player's Handbook p. 151"
},
"Steel Mirror": {
"name": "Steel Mirror",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0.5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Studded Leather Barding": {
"name": "Studded Leather Barding",
"meta": {
"Type": "Adventuring Gear",
"Cost": "180 gp",
"Weight": "26 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Barding is armor designed to protect an animal's head, neck, chest, and body.\nStudded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier.\nSource: Player's Handbook, p. 157"
},
"Tankard": {
"name": "Tankard",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A tankard holds 1 pint of liquid.\nSource: Player's Handbook p. 153"
},
"Thieves' Tools": {
"name": "Thieves' Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.\nPerhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.\nComponents: Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.\nHistory: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.\nInvestigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.\nSet a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.\nSource: Player's Handbook p. 154"
},
"Three-Dragon Ante Set": {
"name": "Three-Dragon Ante Set",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.\nProficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.\nComponents: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.\nHistory: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.\nInsight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.\nSleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.\nSource: Player's Handbook p. 154"
},
"Tinderbox": {
"name": "Tinderbox",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.\nSource: Player's Handbook p. 153"
},
"Tinker's Tools": {
"name": "Tinker's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "10 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nA set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.\nComponents: Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.\nHistory: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.\nInvestigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.\nRepair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.\nSource: Player's Handbook p. 154"
},
"Tome of Strahd": {
"name": "Tome of Strahd",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.\nSource: Curse of Strahd, p. 221"
},
"Torch": {
"name": "Torch",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.\nSource: Player's Handbook p. 153"
},
"Totem": {
"name": "Totem",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.\nSource: Player's Handbook p. 151"
},
"Trade Goods, Canvas, sq. yards": {
"name": "Trade Goods, Canvas, sq. yards",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Cattle": {
"name": "Trade Goods, Cattle",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Chickens": {
"name": "Trade Goods, Chickens",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Cinnamon": {
"name": "Trade Goods, Cinnamon",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Cloves": {
"name": "Trade Goods, Cloves",
"meta": {
"Type": "Adventuring Gear",
"Cost": "3 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Copper": {
"name": "Trade Goods, Copper",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Cotton Cloth, sq. yards": {
"name": "Trade Goods, Cotton Cloth, sq. yards",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Flour": {
"name": "Trade Goods, Flour",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.02 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Ginger": {
"name": "Trade Goods, Ginger",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Goats": {
"name": "Trade Goods, Goats",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Gold": {
"name": "Trade Goods, Gold",
"meta": {
"Type": "Adventuring Gear",
"Cost": "50 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Iron": {
"name": "Trade Goods, Iron",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.1 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Linen, sq. yards": {
"name": "Trade Goods, Linen, sq. yards",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Oxen": {
"name": "Trade Goods, Oxen",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Pepper": {
"name": "Trade Goods, Pepper",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Pigs": {
"name": "Trade Goods, Pigs",
"meta": {
"Type": "Adventuring Gear",
"Cost": "3 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Platinum": {
"name": "Trade Goods, Platinum",
"meta": {
"Type": "Adventuring Gear",
"Cost": "500 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Saffron": {
"name": "Trade Goods, Saffron",
"meta": {
"Type": "Adventuring Gear",
"Cost": "15 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Salt": {
"name": "Trade Goods, Salt",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.05 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Sheep": {
"name": "Trade Goods, Sheep",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Silk, sq. yards": {
"name": "Trade Goods, Silk, sq. yards",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Silver": {
"name": "Trade Goods, Silver",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Trade Goods, Wheat": {
"name": "Trade Goods, Wheat",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.\nSource: Player's Handbook, p. 157"
},
"Traveler's Clothes": {
"name": "Traveler's Clothes",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Two-Person Tent": {
"name": "Two-Person Tent",
"meta": {
"Type": "Adventuring Gear",
"Cost": "2 gp",
"Weight": "20 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A simple and portable canvas shelter, a tent sleeps two.\nSource: Player's Handbook p. 153"
},
"Vial": {
"name": "Vial",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A vial can hold up to 4 ounces of liquid.\nSource: Player's Handbook p. 153"
},
"Viol": {
"name": "Viol",
"meta": {
"Type": "Adventuring Gear",
"Cost": "30 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.\nA bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.\nEach type of musical instrument requires a separate proficiency.\nProficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.\nHistory: Your expertise aids you in recalling lore related to your instrument.\nPerformance: Your ability to put on a good show is improved when you incorporate an instrument into your act.\nCompose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.\nSource: Player's Handbook p. 154"
},
"Wagon": {
"name": "Wagon",
"meta": {
"Type": "Adventuring Gear",
"Cost": "35 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Wand": {
"name": "Wand",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.\nSource: Player's Handbook p. 151"
},
"Warhorse": {
"name": "Warhorse",
"meta": {
"Type": "Adventuring Gear",
"Cost": "400 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook, p. 157"
},
"Warship": {
"name": "Warship",
"meta": {
"Type": "Adventuring Gear",
"Cost": "25000 gp",
"Weight": "0 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "If you have proficiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.\nSource: Player's Handbook, p. 157"
},
"Waterskin": {
"name": "Waterskin",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.2 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A waterskin can hold up to 4 pints of liquid.\nSource: Player's Handbook p. 153"
},
"Weaver's Tools": {
"name": "Weaver's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nWeaver’s tools allow you to create cloth and tailor it into articles of clothing.\nComponents: Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.\nArcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.\nInvestigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.\nRepair: As part of a short rest, you can repair a single damaged cloth object.\nCraft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.\nSource: Player's Handbook p. 154"
},
"Whetstone": {
"name": "Whetstone",
"meta": {
"Type": "Adventuring Gear",
"Cost": "0.01 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "Source: Player's Handbook p. 150"
},
"Woodcarver's Tools": {
"name": "Woodcarver's Tools",
"meta": {
"Type": "Adventuring Gear",
"Cost": "1 gp",
"Weight": "5 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.\nWoodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.\nComponents: Woodcarver’s tools consist of a knife, a gouge, and a small saw.\nArcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.\nNature: Your knowledge of wooden objects gives you some added insight when you examine trees.\nRepair: As part of a short rest, you can repair a single damaged wooden object.\nCraft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.\nSource: Player's Handbook p. 154"
},
"Wooden Staff": {
"name": "Wooden Staff",
"meta": {
"Type": "Adventuring Gear",
"Cost": "5 gp",
"Weight": "4 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.\nSource: Player's Handbook p. 151"
},
"Yew Wand": {
"name": "Yew Wand",
"meta": {
"Type": "Adventuring Gear",
"Cost": "10 gp",
"Weight": "1 lb",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/adventuring-gear.jpg"
},
"description": "A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.\nSource: Player's Handbook p. 151"
},
"Adamantine Chain Mail": {
"name": "Adamantine Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Plate Armor": {
"name": "Adamantine Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Ring Mail": {
"name": "Adamantine Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Splint Armor": {
"name": "Adamantine Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Armor of Invulnerability": {
"name": "Armor of Invulnerability",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 152"
},
"Armor of Vulnerability (Bludgeoning)": {
"name": "Armor of Vulnerability (Bludgeoning)",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you have resistance to bludgeoning damage.\nCurse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.\nSource: Dungeon Master's Guide p. 152"
},
"Armor of Vulnerability (Piercing)": {
"name": "Armor of Vulnerability (Piercing)",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you have resistance to piercing damage.\nCurse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.\nSource: Dungeon Master's Guide p. 152"
},
"Armor of Vulnerability (Slashing)": {
"name": "Armor of Vulnerability (Slashing)",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you have resistance to slashing damage.\nCurse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.\nSource: Dungeon Master's Guide p. 152"
},
"Cast-Off Chain Mail": {
"name": "Cast-Off Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Plate Armor": {
"name": "Cast-Off Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Ring Mail": {
"name": "Cast-Off Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Splint Armor": {
"name": "Cast-Off Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Chain Mail": {
"name": "Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "75 gp",
"Weight": "55 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.\nSource: Player's Handbook p. 145"
},
"Chain Mail +1": {
"name": "Chain Mail +1",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail +2": {
"name": "Chain Mail +2",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail +3": {
"name": "Chain Mail +3",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Acid Resistance": {
"name": "Chain Mail of Acid Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Cold Resistance": {
"name": "Chain Mail of Cold Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Fire Resistance": {
"name": "Chain Mail of Fire Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Force Resistance": {
"name": "Chain Mail of Force Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Gleaming": {
"name": "Chain Mail of Gleaming",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Chain Mail of Lightning Resistance": {
"name": "Chain Mail of Lightning Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Necrotic Resistance": {
"name": "Chain Mail of Necrotic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Poison Resistance": {
"name": "Chain Mail of Poison Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Psychic Resistance": {
"name": "Chain Mail of Psychic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Radiant Resistance": {
"name": "Chain Mail of Radiant Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Mail of Thunder Resistance": {
"name": "Chain Mail of Thunder Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Demon Armor": {
"name": "Demon Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "very rare, cursed (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\nCurse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.\nSource: Dungeon Master's Guide p. 165"
},
"Dwarven Plate": {
"name": "Dwarven Plate",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.\nSource: Dungeon Master's Guide p. 167"
},
"Efreeti Chain": {
"name": "Efreeti Chain",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.\nSource: Dungeon Master's Guide p. 167"
},
"Mariner's Chain Mail": {
"name": "Mariner's Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Plate Armor": {
"name": "Mariner's Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Ring Mail": {
"name": "Mariner's Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Splint Armor": {
"name": "Mariner's Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mind Carapace Chain Mail": {
"name": "Mind Carapace Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "uncommon (requires attunement by a specific individual)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Carapace Plate Armor": {
"name": "Mind Carapace Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "uncommon (requires attunement by a specific individual)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Carapace Ring Mail": {
"name": "Mind Carapace Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon (requires attunement by a specific individual)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Carapace Splint Armor": {
"name": "Mind Carapace Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "uncommon (requires attunement by a specific individual)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Any nonmagical suit of heavy armor can be turned by mind flayers into mind carapace armor. Only one creature can attune to it: either a specific mind flayer or one of its thralls. While worn by any other creature, the mind carapace armor functions as normal armor of its kind. To its intended wearer, the armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition.\nSource: Volo's Guide to Monsters, p. 81"
},
"Mithral Chain Mail": {
"name": "Mithral Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Plate Armor": {
"name": "Mithral Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Ring Mail": {
"name": "Mithral Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Splint Armor": {
"name": "Mithral Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Plate Armor": {
"name": "Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "1500 gp",
"Weight": "65 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.\nSource: Player's Handbook p. 145"
},
"Plate Armor +1": {
"name": "Plate Armor +1",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor +2": {
"name": "Plate Armor +2",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor +3": {
"name": "Plate Armor +3",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Acid Resistance": {
"name": "Plate Armor of Acid Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Cold Resistance": {
"name": "Plate Armor of Cold Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Etherealness": {
"name": "Plate Armor of Etherealness",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 185"
},
"Plate Armor of Fire Resistance": {
"name": "Plate Armor of Fire Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Force Resistance": {
"name": "Plate Armor of Force Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Gleaming": {
"name": "Plate Armor of Gleaming",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Plate Armor of Lightning Resistance": {
"name": "Plate Armor of Lightning Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Necrotic Resistance": {
"name": "Plate Armor of Necrotic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Poison Resistance": {
"name": "Plate Armor of Poison Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Psychic Resistance": {
"name": "Plate Armor of Psychic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Radiant Resistance": {
"name": "Plate Armor of Radiant Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Plate Armor of Thunder Resistance": {
"name": "Plate Armor of Thunder Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail": {
"name": "Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "30 gp",
"Weight": "40 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.\nSource: Player's Handbook p. 145"
},
"Ring Mail +1": {
"name": "Ring Mail +1",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail +2": {
"name": "Ring Mail +2",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail +3": {
"name": "Ring Mail +3",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Acid Resistance": {
"name": "Ring Mail of Acid Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Cold Resistance": {
"name": "Ring Mail of Cold Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Fire Resistance": {
"name": "Ring Mail of Fire Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Force Resistance": {
"name": "Ring Mail of Force Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Gleaming": {
"name": "Ring Mail of Gleaming",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Ring Mail of Lightning Resistance": {
"name": "Ring Mail of Lightning Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Necrotic Resistance": {
"name": "Ring Mail of Necrotic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Poison Resistance": {
"name": "Ring Mail of Poison Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Psychic Resistance": {
"name": "Ring Mail of Psychic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Radiant Resistance": {
"name": "Ring Mail of Radiant Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Ring Mail of Thunder Resistance": {
"name": "Ring Mail of Thunder Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scorpion Armor": {
"name": "Scorpion Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"Roll": "10d10+45",
"modifier": {
"category": "bonus",
"$t": "initiative +5"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:\n• The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.\n• The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.\n• The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide).\nCurse:\nThis armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.\nProficiency: heavy, plate\nSource: Tomb of Annihilation, p. 208"
},
"Smoldering Chain Mail": {
"name": "Smoldering Chain Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "55 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Plate Armor": {
"name": "Smoldering Plate Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "65 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Ring Mail": {
"name": "Smoldering Ring Mail",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Splint Armor": {
"name": "Smoldering Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Splint Armor": {
"name": "Splint Armor",
"meta": {
"Type": "Heavy Armor",
"Cost": "200 gp",
"Weight": "60 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.\nSource: Player's Handbook p. 145"
},
"Splint Armor +1": {
"name": "Splint Armor +1",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor +2": {
"name": "Splint Armor +2",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor +3": {
"name": "Splint Armor +3",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Acid Resistance": {
"name": "Splint Armor of Acid Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Cold Resistance": {
"name": "Splint Armor of Cold Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Fire Resistance": {
"name": "Splint Armor of Fire Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Force Resistance": {
"name": "Splint Armor of Force Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Gleaming": {
"name": "Splint Armor of Gleaming",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Splint Armor of Lightning Resistance": {
"name": "Splint Armor of Lightning Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Necrotic Resistance": {
"name": "Splint Armor of Necrotic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Poison Resistance": {
"name": "Splint Armor of Poison Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Psychic Resistance": {
"name": "Splint Armor of Psychic Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Radiant Resistance": {
"name": "Splint Armor of Radiant Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Splint Armor of Thunder Resistance": {
"name": "Splint Armor of Thunder Resistance",
"meta": {
"Type": "Heavy Armor",
"Cost": "0 gp",
"Weight": "60 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/heavy-armor.jpg'"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Cast-Off Leather Armor": {
"name": "Cast-Off Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Padded Armor": {
"name": "Cast-Off Padded Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Studded Leather Armor": {
"name": "Cast-Off Studded Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Glamoured Studded Leather": {
"name": "Glamoured Studded Leather",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.\nSource: Dungeon Master's Guide p. 172"
},
"Leather Armor": {
"name": "Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "10 gp",
"Weight": "10 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.\nSource: Player's Handbook p. 144"
},
"Leather Armor +1": {
"name": "Leather Armor +1",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor +2": {
"name": "Leather Armor +2",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor +3": {
"name": "Leather Armor +3",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Acid Resistance": {
"name": "Leather Armor of Acid Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Cold Resistance": {
"name": "Leather Armor of Cold Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Fire Resistance": {
"name": "Leather Armor of Fire Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Force Resistance": {
"name": "Leather Armor of Force Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Lightning Resistance": {
"name": "Leather Armor of Lightning Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Necrotic Resistance": {
"name": "Leather Armor of Necrotic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Poison Resistance": {
"name": "Leather Armor of Poison Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Psychic Resistance": {
"name": "Leather Armor of Psychic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Radiant Resistance": {
"name": "Leather Armor of Radiant Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Leather Armor of Thunder Resistance": {
"name": "Leather Armor of Thunder Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Mariner's Leather Armor": {
"name": "Mariner's Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Padded Armor": {
"name": "Mariner's Padded Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Studded Leather Armor": {
"name": "Mariner's Studded Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Padded Armor": {
"name": "Padded Armor",
"meta": {
"Type": "Light Armor",
"Cost": "5 gp",
"Weight": "8 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "Padded armor consists of quilted layers of cloth and batting.\nSource: Player's Handbook p. 144"
},
"Padded Armor +1": {
"name": "Padded Armor +1",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor +2": {
"name": "Padded Armor +2",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor +3": {
"name": "Padded Armor +3",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Acid Resistance": {
"name": "Padded Armor of Acid Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Cold Resistance": {
"name": "Padded Armor of Cold Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Fire Resistance": {
"name": "Padded Armor of Fire Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Force Resistance": {
"name": "Padded Armor of Force Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Lightning Resistance": {
"name": "Padded Armor of Lightning Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Necrotic Resistance": {
"name": "Padded Armor of Necrotic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Poison Resistance": {
"name": "Padded Armor of Poison Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Psychic Resistance": {
"name": "Padded Armor of Psychic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Radiant Resistance": {
"name": "Padded Armor of Radiant Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Padded Armor of Thunder Resistance": {
"name": "Padded Armor of Thunder Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Smoldering Leather Armor": {
"name": "Smoldering Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Padded Armor": {
"name": "Smoldering Padded Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "8 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Studded Leather Armor": {
"name": "Smoldering Studded Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Studded Leather Armor": {
"name": "Studded Leather Armor",
"meta": {
"Type": "Light Armor",
"Cost": "45 gp",
"Weight": "13 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.\nSource: Player's Handbook p. 144"
},
"Studded Leather Armor +1": {
"name": "Studded Leather Armor +1",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor +2": {
"name": "Studded Leather Armor +2",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor +3": {
"name": "Studded Leather Armor +3",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Acid Resistance": {
"name": "Studded Leather Armor of Acid Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Cold Resistance": {
"name": "Studded Leather Armor of Cold Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Fire Resistance": {
"name": "Studded Leather Armor of Fire Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Force Resistance": {
"name": "Studded Leather Armor of Force Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Lightning Resistance": {
"name": "Studded Leather Armor of Lightning Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Necrotic Resistance": {
"name": "Studded Leather Armor of Necrotic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Poison Resistance": {
"name": "Studded Leather Armor of Poison Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Psychic Resistance": {
"name": "Studded Leather Armor of Psychic Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Radiant Resistance": {
"name": "Studded Leather Armor of Radiant Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Studded Leather Armor of Thunder Resistance": {
"name": "Studded Leather Armor of Thunder Resistance",
"meta": {
"Type": "Light Armor",
"Cost": "0 gp",
"Weight": "13 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/light-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Axe of the Dwarvish Lords": {
"name": "Axe of the Dwarvish Lords",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "artifact, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.\nVenturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.\nArmed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.\nLater, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.\nMagic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.\nRandom Properties: The axe has the following randomly determined properties:\n• 2 minor beneficial properties\n• 1 major beneficial property\n• 2 minor detrimental properties\nBlessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits:\n• You have immunity to poison damage.\n• The range of your darkvision increases by 60 feet.\n• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.\nConjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.\nTravel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.\nCurse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.\nDestroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 221"
},
"Battleaxe": {
"name": "Battleaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "10 gp",
"Weight": "4 lb",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, battleaxe\nSource: Player's Handbook p. 149"
},
"Battleaxe +1": {
"name": "Battleaxe +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 213"
},
"Battleaxe +2": {
"name": "Battleaxe +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 213"
},
"Battleaxe +3": {
"name": "Battleaxe +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 213"
},
"Battleaxe of Warning": {
"name": "Battleaxe of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 213"
},
"Berserker Battleaxe": {
"name": "Berserker Battleaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\nCurse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 155"
},
"Berserker Greataxe": {
"name": "Berserker Greataxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\nCurse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 155"
},
"Berserker Handaxe": {
"name": "Berserker Handaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\nCurse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 155"
},
"Blackrazor": {
"name": "Blackrazor",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "artifact (requires attunement by a creature of non-lawful alignment)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.\nDevour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.\nWhen it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack roll. saving throws, and ability checks.\nIf you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit point If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.\nSoul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.\nBlackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.\nSentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.\nThe weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.\nPersonality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.\nThe sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.\nDespite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.\nBlackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 216"
},
"Blood Spear": {
"name": "Blood Spear",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.\nWhen you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Curse of Strahd, p. 221"
},
"Bookmark": {
"name": "Bookmark",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This +3 dagger belongs to Artus Cimber (see appendix D). While you have the dagger drawn, you can use a bonus action to activate one of the following properties:\n• Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.\n• Turn the dagger into a compass that, while resting on your palm, points north.\n• Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.\n• Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Tomb of Annihilation, p. 206"
},
"Club": {
"name": "Club",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0.1 gp",
"Weight": "2 lb",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, club\nSource: Player's Handbook p. 149"
},
"Club +1": {
"name": "Club +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Dungeon Master's Guide p. 213"
},
"Club +2": {
"name": "Club +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Dungeon Master's Guide p. 213"
},
"Club +3": {
"name": "Club +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Dungeon Master's Guide p. 213"
},
"Club of Warning": {
"name": "Club of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Dungeon Master's Guide p. 213"
},
"Dagger": {
"name": "Dagger",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "2 gp",
"Weight": "1 lb",
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, dagger\nSource: Player's Handbook p. 149"
},
"Dagger +1": {
"name": "Dagger +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 213"
},
"Dagger +2": {
"name": "Dagger +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 213"
},
"Dagger +3": {
"name": "Dagger +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 213"
},
"Dagger of Venom": {
"name": "Dagger of Venom",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 161"
},
"Dagger of Warning": {
"name": "Dagger of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 213"
},
"Dancing Greatsword": {
"name": "Dancing Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 161"
},
"Dancing Longsword": {
"name": "Dancing Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 161"
},
"Dancing Rapier": {
"name": "Dancing Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 161"
},
"Dancing Scimitar": {
"name": "Dancing Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 161"
},
"Dancing Shortsword": {
"name": "Dancing Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 161"
},
"Dawnbringer": {
"name": "Dawnbringer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a creature of non-evil alignment)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade: you gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\nWhile holding the weapon, you an use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used. this ability can't be used again until the next dawn.\nSentience: Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.\nThe sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you're attuned to it.\nPersonality: Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.\nLong years last in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword, shortsword\nSource: Out of the Abyss, p. 222"
},
"Defender Greatsword": {
"name": "Defender Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 164"
},
"Defender Longsword": {
"name": "Defender Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 164"
},
"Defender Rapier": {
"name": "Defender Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 164"
},
"Defender Scimitar": {
"name": "Defender Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 164"
},
"Defender Shortsword": {
"name": "Defender Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 164"
},
"Dragon Slayer Greatsword": {
"name": "Dragon Slayer Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "3d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 166"
},
"Dragon Slayer Longsword": {
"name": "Dragon Slayer Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "3d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 166"
},
"Dragon Slayer Rapier": {
"name": "Dragon Slayer Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "3d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 166"
},
"Dragon Slayer Scimitar": {
"name": "Dragon Slayer Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "3d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 166"
},
"Dragon Slayer Shortsword": {
"name": "Dragon Slayer Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "3d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 166"
},
"Dragontooth Dagger": {
"name": "Dragontooth Dagger",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "1d6",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no crossguard.\nYou gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.\nDraconic Potency: Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to 2, and the extra acid damage increases to 2d6.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: The Rise of Tiamat p. 94"
},
"Drown": {
"name": "Drown",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d8",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.\nYou gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.\nWater Mastery: You gain the following benefits while you hold Drown:\n• You can speak Aquan fluently.\n• You have resistance to cold damage.\n• You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can't be used this way again until the next dawn.\nTears of Endless Anguish: While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can't be used to perform the ritual again until the next dawn.\nFlaw: Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: \"I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine.\" In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Princes of the Apocalypse p. 224"
},
"Dwarven Thrower": {
"name": "Dwarven Thrower",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement by a Dwarf)",
"Magic": true,
"Roll": ["1d8", "2d8"],
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 167"
},
"Flail": {
"name": "Flail",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "10 gp",
"Weight": "2 lb",
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, flail\nSource: Player's Handbook p. 149"
},
"Flail +1": {
"name": "Flail +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, flail\nSource: Dungeon Master's Guide p. 213"
},
"Flail +2": {
"name": "Flail +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, flail\nSource: Dungeon Master's Guide p. 213"
},
"Flail +3": {
"name": "Flail +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, flail\nSource: Dungeon Master's Guide p. 213"
},
"Flail of Warning": {
"name": "Flail of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nProficiency: martial, flail\nSource: Dungeon Master's Guide p. 213"
},
"Flame Tongue Greatsword": {
"name": "Flame Tongue Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 170"
},
"Flame Tongue Longsword": {
"name": "Flame Tongue Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 170"
},
"Flame Tongue Rapier": {
"name": "Flame Tongue Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 170"
},
"Flame Tongue Scimitar": {
"name": "Flame Tongue Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 170"
},
"Flame Tongue Shortsword": {
"name": "Flame Tongue Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You can use a bonus action to speak this magic sword' command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 170"
},
"Frost Brand Greatsword": {
"name": "Frost Brand Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "1d6",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 171"
},
"Frost Brand Longsword": {
"name": "Frost Brand Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "1d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 171"
},
"Frost Brand Rapier": {
"name": "Frost Brand Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "1d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 171"
},
"Frost Brand Scimitar": {
"name": "Frost Brand Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "1d6",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 171"
},
"Frost Brand Shortsword": {
"name": "Frost Brand Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "1d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 171"
},
"Giant Slayer Battleaxe": {
"name": "Giant Slayer Battleaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Greataxe": {
"name": "Giant Slayer Greataxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Greatsword": {
"name": "Giant Slayer Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Handaxe": {
"name": "Giant Slayer Handaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Longsword": {
"name": "Giant Slayer Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Rapier": {
"name": "Giant Slayer Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Scimitar": {
"name": "Giant Slayer Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 172"
},
"Giant Slayer Shortsword": {
"name": "Giant Slayer Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 172"
},
"Glaive": {
"name": "Glaive",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "20 gp",
"Weight": "6 lb",
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, glaive\nSource: Player's Handbook p. 149"
},
"Glaive +1": {
"name": "Glaive +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, glaive\nSource: Dungeon Master's Guide p. 213"
},
"Glaive +2": {
"name": "Glaive +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, glaive\nSource: Dungeon Master's Guide p. 213"
},
"Glaive +3": {
"name": "Glaive +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, glaive\nSource: Dungeon Master's Guide p. 213"
},
"Glaive of Warning": {
"name": "Glaive of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, glaive\nSource: Dungeon Master's Guide p. 213"
},
"Greataxe": {
"name": "Greataxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "30 gp",
"Weight": "7 lb",
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, greataxe\nSource: Player's Handbook p. 149"
},
"Greataxe +1": {
"name": "Greataxe +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 213"
},
"Greataxe +2": {
"name": "Greataxe +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 213"
},
"Greataxe +3": {
"name": "Greataxe +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 213"
},
"Greataxe of Warning": {
"name": "Greataxe of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 213"
},
"Greatclub": {
"name": "Greatclub",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0.2 gp",
"Weight": "10 lb",
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, greatclub\nSource: Player's Handbook p. 149"
},
"Greatclub +1": {
"name": "Greatclub +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, greatclub\nSource: Dungeon Master's Guide p. 213"
},
"Greatclub +2": {
"name": "Greatclub +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, greatclub\nSource: Dungeon Master's Guide p. 213"
},
"Greatclub +3": {
"name": "Greatclub +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, greatclub\nSource: Dungeon Master's Guide p. 213"
},
"Greatclub of Warning": {
"name": "Greatclub of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, greatclub\nSource: Dungeon Master's Guide p. 213"
},
"Greater Silver Sword": {
"name": "Greater Silver Sword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement by a creature that has psionic ability)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Mordenkainen's Tome of Foes, p. 89"
},
"Greatsword": {
"name": "Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "50 gp",
"Weight": "6 lb",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, greatsword\nSource: Player's Handbook p. 149"
},
"Greatsword +1": {
"name": "Greatsword +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 213"
},
"Greatsword +2": {
"name": "Greatsword +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 213"
},
"Greatsword +3": {
"name": "Greatsword +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 213"
},
"Greatsword of Life Stealing": {
"name": "Greatsword of Life Stealing",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 206"
},
"Greatsword of Sharpness": {
"name": "Greatsword of Sharpness",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\nIn addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 206"
},
"Greatsword of Vengeance": {
"name": "Greatsword of Vengeance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nCurse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 206"
},
"Greatsword of Warning": {
"name": "Greatsword of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 213"
},
"Greatsword of Wounding": {
"name": "Greatsword of Wounding",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d4",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 207"
},
"Gurt's Greataxe": {
"name": "Gurt's Greataxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "325 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "2d12",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "3d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians-in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.\nYou gain a +l bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below O degrees Fahrenheit. The light can't be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Storm King's Thunder, p. 236"
},
"Halberd": {
"name": "Halberd",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "20 gp",
"Weight": "6 lb",
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, halberd\nSource: Player's Handbook p. 149"
},
"Halberd +1": {
"name": "Halberd +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, halberd\nSource: Dungeon Master's Guide p. 213"
},
"Halberd +2": {
"name": "Halberd +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, halberd\nSource: Dungeon Master's Guide p. 213"
},
"Halberd +3": {
"name": "Halberd +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, halberd\nSource: Dungeon Master's Guide p. 213"
},
"Halberd of Warning": {
"name": "Halberd of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, halberd\nSource: Dungeon Master's Guide p. 213"
},
"Hammer of Thunderbolts": {
"name": "Hammer of Thunderbolts",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "legendary",
"Magic": true,
"Roll": "1d4+1",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"Damage2": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nGiant's Bane (requires attunement):\nYou must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4+1 expended charges daily at dawn.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 173"
},
"Handaxe": {
"name": "Handaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "5 gp",
"Weight": "2 lb",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, handaxe\nSource: Player's Handbook p. 149"
},
"Handaxe +1": {
"name": "Handaxe +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 213"
},
"Handaxe +2": {
"name": "Handaxe +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 213"
},
"Handaxe +3": {
"name": "Handaxe +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 213"
},
"Handaxe of Warning": {
"name": "Handaxe of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 213"
},
"Hazirawn": {
"name": "Hazirawn",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": ["1d6", "2d6", "1d4"],
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren't attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.\nIncreased Potency: While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6)\nSpells: Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.\nWounding: While you are attuned to the weapon, any creature that you hit with Hazirawn can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Hoard of the Dragon Queen p. 94"
},
"Hew": {
"name": "Hew",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "unique",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hew is a +1 battleaxe that deals maximum damage when the wielder hits a plant creature or an object made of wood.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, battleaxe\nSource: Lost Mines of Phandelver, p. 33"
},
"Holy Avenger Greatsword": {
"name": "Holy Avenger Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement by a Paladin)",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 174"
},
"Holy Avenger Longsword": {
"name": "Holy Avenger Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Paladin)",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 174"
},
"Holy Avenger Rapier": {
"name": "Holy Avenger Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement by a Paladin)",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 174"
},
"Holy Avenger Scimitar": {
"name": "Holy Avenger Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Paladin)",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 174"
},
"Holy Avenger Shortsword": {
"name": "Holy Avenger Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement by a Paladin)",
"Magic": true,
"Roll": "2d10",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 174"
},
"Ironfang": {
"name": "Ironfang",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": ["1d8", "1d3"],
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogremoch, the Prince of Evil Earth.\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.\nEarth Mastery: You gain the following benefits while you hold Ironfang:\n• You can speak Terran fluently.\n• You have resistance to acid damage.\n• You have tremorsense out to a range of 60 feet.\n• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.\n• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can't be used this way again until the next dawn.\nShatter: Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.\nThe Rumbling: While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can't be used to perform the ritual again until the next dawn.\nFlaw: Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: \"I like to break things and cause ruin.\"\nProficiency: martial, war pick\nSource: Princes of the Apocalypse p. 224"
},
"Javelin": {
"name": "Javelin",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0.5 gp",
"Weight": "2 lb",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, javelin\nSource: Player's Handbook p. 149"
},
"Javelin +1": {
"name": "Javelin +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 213"
},
"Javelin +2": {
"name": "Javelin +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 213"
},
"Javelin +3": {
"name": "Javelin +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 213"
},
"Javelin of Backbiting": {
"name": "Javelin of Backbiting",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "60/150",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.\nCurse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.\nWhenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Tales from the Yawning Portal, p. 229"
},
"Javelin of Lightning": {
"name": "Javelin of Lightning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "4d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nThe 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.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 178"
},
"Javelin of Warning": {
"name": "Javelin of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 213"
},
"Korolnor Scepter": {
"name": "Korolnor Scepter",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d6+4",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter's location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle- covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary. The Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf's forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.\nYou gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.\nYou can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:\n• If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface.\n• As an action, you can expend 2 charges to cast the sending spell from the scepter.\n• As an action, you can expend 3 charges to cast the teleport spell from the scepter. If the destination is within 60 feet of the Wyrmskull Throne, there is no chance of a teleport error or mishap occurring.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Storm King's Thunder, p. 236"
},
"Lance": {
"name": "Lance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "10 gp",
"Weight": "6 lb",
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, lance\nSource: Player's Handbook p. 149"
},
"Lance +1": {
"name": "Lance +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, lance\nSource: Dungeon Master's Guide p. 213"
},
"Lance +2": {
"name": "Lance +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, lance\nSource: Dungeon Master's Guide p. 213"
},
"Lance +3": {
"name": "Lance +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, lance\nSource: Dungeon Master's Guide p. 213"
},
"Lance of Warning": {
"name": "Lance of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, lance\nSource: Dungeon Master's Guide p. 213"
},
"Light Hammer": {
"name": "Light Hammer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "2 gp",
"Weight": "2 lb",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, light hammer\nSource: Player's Handbook p. 149"
},
"Light Hammer +1": {
"name": "Light Hammer +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, light hammer\nSource: Dungeon Master's Guide p. 213"
},
"Light Hammer +2": {
"name": "Light Hammer +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, light hammer\nSource: Dungeon Master's Guide p. 213"
},
"Light Hammer +3": {
"name": "Light Hammer +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, light hammer\nSource: Dungeon Master's Guide p. 213"
},
"Light Hammer of Warning": {
"name": "Light Hammer of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, light hammer\nSource: Dungeon Master's Guide p. 213"
},
"Lightbringer": {
"name": "Lightbringer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "unique",
"Magic": true,
"Roll": "1d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extar 1d6 radiant damage to undead creatures.\nProficiency: simple, mace\nSource: Lost Mines of Phandelver, p. 48"
},
"Longsword": {
"name": "Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "15 gp",
"Weight": "3 lb",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, longsword\nSource: Player's Handbook p. 149"
},
"Longsword +1": {
"name": "Longsword +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 213"
},
"Longsword +2": {
"name": "Longsword +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 213"
},
"Longsword +3": {
"name": "Longsword +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 213"
},
"Longsword of Life Stealing": {
"name": "Longsword of Life Stealing",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Longsword of Sharpness": {
"name": "Longsword of Sharpness",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\nIn addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Longsword of Vengeance": {
"name": "Longsword of Vengeance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nCurse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Longsword of Warning": {
"name": "Longsword of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 213"
},
"Longsword of Wounding": {
"name": "Longsword of Wounding",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d4",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 207"
},
"Luck Blade Greatsword": {
"name": "Luck Blade Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
},
{
"category": "bonus",
"$t": "saving throws +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\nLuck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\nWish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 179"
},
"Luck Blade Longsword": {
"name": "Luck Blade Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
},
{
"category": "bonus",
"$t": "saving throws +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\nLuck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\nWish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 179"
},
"Luck Blade Rapier": {
"name": "Luck Blade Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
},
{
"category": "bonus",
"$t": "saving throws +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\nLuck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\nWish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 179"
},
"Luck Blade Scimitar": {
"name": "Luck Blade Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
},
{
"category": "bonus",
"$t": "saving throws +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\nLuck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\nWish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 179"
},
"Luck Blade Shortsword": {
"name": "Luck Blade Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
},
{
"category": "bonus",
"$t": "saving throws +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\nLuck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\nWish: The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 179"
},
"Mace": {
"name": "Mace",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "5 gp",
"Weight": "4 lb",
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, mace\nSource: Player's Handbook p. 149"
},
"Mace +1": {
"name": "Mace +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 213"
},
"Mace +2": {
"name": "Mace +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 213"
},
"Mace +3": {
"name": "Mace +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 213"
},
"Mace of Disruption": {
"name": "Mace of Disruption",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 179"
},
"Mace of Smiting": {
"name": "Mace of Smiting",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 179"
},
"Mace of Terror": {
"name": "Mace of Terror",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d3",
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\nThe mace regains 1d3 expended charges daily at dawn.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 180"
},
"Mace of Warning": {
"name": "Mace of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 213"
},
"Maul": {
"name": "Maul",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "10 gp",
"Weight": "10 lb",
"Damage1": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, maul\nSource: Player's Handbook p. 149"
},
"Maul +1": {
"name": "Maul +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 213"
},
"Maul +2": {
"name": "Maul +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 213"
},
"Maul +3": {
"name": "Maul +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 213"
},
"Maul of Warning": {
"name": "Maul of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "2d6",
"Damage2": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 213"
},
"Mind Blade Greatsword": {
"name": "Mind Blade Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare (requires attunement by a specific individual)",
"Magic": true,
"Roll": "2d6",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Blade Longsword": {
"name": "Mind Blade Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement by a specific individual)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Blade Rapier": {
"name": "Mind Blade Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement by a specific individual)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Blade Scimitar": {
"name": "Mind Blade Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement by a specific individual)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Blade Shortsword": {
"name": "Mind Blade Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement by a specific individual)",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Volo's Guide to Monsters, p. 81"
},
"Mind Lash": {
"name": "Mind Lash",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement by a mind flayer)",
"Magic": true,
"Roll": "2d4",
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Volo's Guide to Monsters, p. 81"
},
"Moon-Touched Greatsword": {
"name": "Moon-Touched Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "common",
"Magic": true,
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Xanathar's Guide to Everything, p. 138"
},
"Moon-Touched Longsword": {
"name": "Moon-Touched Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "common",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Xanathar's Guide to Everything, p. 138"
},
"Moon-Touched Rapier": {
"name": "Moon-Touched Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "common",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Xanathar's Guide to Everything, p. 138"
},
"Moon-Touched Scimitar": {
"name": "Moon-Touched Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "common",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martual, scimitar\nSource: Xanathar's Guide to Everything, p. 138"
},
"Moon-Touched Shortsword": {
"name": "Moon-Touched Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "common",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Xanathar's Guide to Everything, p. 138"
},
"Moonblade": {
"name": "Moonblade",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "artifact (requires attunement by an elf or half-elf of neutral good alignment)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.\nA moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.\nA moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.\nA moon blade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.\nA moonblade has one rune on its blade for each master it has served (typically 1d6+1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.\nMOONBLADE PROPERTIES:\nd100 — Property:\n01-40 — Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.\n41-80 — The moonblade gains a randomly determined minor property (see \"Special Features\" earlier in this chapter).\n81-82 — The moonblade gains the finesse property.\n83-84 — The moonblade gains the thrown property (range 20/60 feet).\n85-86 — The moonblade functions as a defender.\n87-90 — The moon blade scores a critical hit on a roll of 19 or 20.\n91-92 — When you hit with an attack using the moon blade, the attack an extra 1d6 slashing damage.\n93-94 — When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.\n95-96 — You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.\n97-98 — The moonblade functions as a ring of spell storing.\n99 — You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.\n00 — The moonblade functions as a vorpal sword.\nSentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.\nPersonality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.\nThe weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.\nIf a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 217"
},
"Morningstar": {
"name": "Morningstar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "15 gp",
"Weight": "4 lb",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, morningstar\nSource: Player's Handbook p. 149"
},
"Morningstar +1": {
"name": "Morningstar +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, morningstar\nSource: Dungeon Master's Guide p. 213"
},
"Morningstar +2": {
"name": "Morningstar +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, morningstar\nSource: Dungeon Master's Guide p. 213"
},
"Morningstar +3": {
"name": "Morningstar +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, morningstar\nSource: Dungeon Master's Guide p. 213"
},
"Morningstar of Warning": {
"name": "Morningstar of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.\nProficiency: martial, morningstar\nSource: Dungeon Master's Guide p. 213"
},
"Nine Lives Stealer Greatsword": {
"name": "Nine Lives Stealer Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\nThe sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 183"
},
"Nine Lives Stealer Longsword": {
"name": "Nine Lives Stealer Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\nThe sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 183"
},
"Nine Lives Stealer Rapier": {
"name": "Nine Lives Stealer Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\nThe sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 183"
},
"Nine Lives Stealer Scimitar": {
"name": "Nine Lives Stealer Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\nThe sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 183"
},
"Nine Lives Stealer Shortsword": {
"name": "Nine Lives Stealer Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\nThe sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 183"
},
"Orcsplitter": {
"name": "Orcsplitter",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "legendary (requires attunement by a good-aligned dwarf, fighter, or paladin)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for \"orc,\" but the runes are depicted with a gap or slash through the markings; the word \"orc\" is literally split in two.\nYou gain the following benefits while holding this magic weapon:\n• You gain a +2 bonus to attack and damage rolls made with it.\n• When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.\n• You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.\n• You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.\nSentience: Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.\nPersonality: Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Princes of the Apocalypse p. 224"
},
"Pike": {
"name": "Pike",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "5 gp",
"Weight": "18 lb",
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, pike\nSource: Player's Handbook p. 149"
},
"Pike +1": {
"name": "Pike +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, pike\nSource: Dungeon Master's Guide p. 213"
},
"Pike +2": {
"name": "Pike +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, pike\nSource: Dungeon Master's Guide p. 213"
},
"Pike +3": {
"name": "Pike +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, pike\nSource: Dungeon Master's Guide p. 213"
},
"Pike of Warning": {
"name": "Pike of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, pike\nSource: Dungeon Master's Guide p. 213"
},
"Quarterstaff": {
"name": "Quarterstaff",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0.2 gp",
"Weight": "4 lb",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, quarterstaff\nSource: Player's Handbook p. 149"
},
"Quarterstaff +1": {
"name": "Quarterstaff +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, quarterstaff\nSource: Dungeon Master's Guide p. 213"
},
"Quarterstaff +2": {
"name": "Quarterstaff +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, quarterstaff\nSource: Dungeon Master's Guide p. 213"
},
"Quarterstaff +3": {
"name": "Quarterstaff +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, quarterstaff\nSource: Dungeon Master's Guide p. 213"
},
"Quarterstaff of Warning": {
"name": "Quarterstaff of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, quarterstaff\nSource: Dungeon Master's Guide p. 213"
},
"Rapier": {
"name": "Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "25 gp",
"Weight": "2 lb",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, rapier\nSource: Player's Handbook p. 149"
},
"Rapier +1": {
"name": "Rapier +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 213"
},
"Rapier +2": {
"name": "Rapier +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 213"
},
"Rapier +3": {
"name": "Rapier +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 213"
},
"Rapier of Life Stealing": {
"name": "Rapier of Life Stealing",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 206"
},
"Rapier of Vengeance": {
"name": "Rapier of Vengeance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nCurse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 206"
},
"Rapier of Warning": {
"name": "Rapier of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 213"
},
"Rapier of Wounding": {
"name": "Rapier of Wounding",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d4",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 207"
},
"Saint Markovia's Thighbone": {
"name": "Saint Markovia's Thighbone",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Saint Markovia's thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.\nAs a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.\nMarkovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.\nSuffused with confidence born of a righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.\nThe essence of Markovia's saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.\nMace of Disruption: When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\nProficiency: simple, mace\nSource: Curse of Strahd, p. 222"
},
"Scimitar": {
"name": "Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "25 gp",
"Weight": "3 lb",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, scimitar\nSource: Player's Handbook p. 149"
},
"Scimitar +1": {
"name": "Scimitar +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 213"
},
"Scimitar +2": {
"name": "Scimitar +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 213"
},
"Scimitar +3": {
"name": "Scimitar +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 213"
},
"Scimitar of Life Stealing": {
"name": "Scimitar of Life Stealing",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 206"
},
"Scimitar of Sharpness": {
"name": "Scimitar of Sharpness",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.\nIn addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 206"
},
"Scimitar of Speed": {
"name": "Scimitar of Speed",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 199"
},
"Scimitar of Vengeance": {
"name": "Scimitar of Vengeance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nCurse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 206"
},
"Scimitar of Warning": {
"name": "Scimitar of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 213"
},
"Scimitar of Wounding": {
"name": "Scimitar of Wounding",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d4",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 207"
},
"Shatterspike": {
"name": "Shatterspike",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +l bonus to attack and damage rolls you make with this magic longsword. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can't harm the weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Tales from the Yawning Portal, p. 229"
},
"Shortsword": {
"name": "Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "10 gp",
"Weight": "2 lb",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, shortsword\nSource: Player's Handbook p. 149"
},
"Shortsword +1": {
"name": "Shortsword +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 213"
},
"Shortsword +2": {
"name": "Shortsword +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 213"
},
"Shortsword +3": {
"name": "Shortsword +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 213"
},
"Shortsword of Life Stealing": {
"name": "Shortsword of Life Stealing",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 206"
},
"Shortsword of Vengeance": {
"name": "Shortsword of Vengeance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nCurse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 206"
},
"Shortsword of Warning": {
"name": "Shortsword of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 213"
},
"Shortsword of Wounding": {
"name": "Shortsword of Wounding",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d4",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 207"
},
"Sickle": {
"name": "Sickle",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "1 gp",
"Weight": "2 lb",
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, sickle\nSource: Player's Handbook p. 149"
},
"Sickle +1": {
"name": "Sickle +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, sickle\nSource: Dungeon Master's Guide p. 213"
},
"Sickle +2": {
"name": "Sickle +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, sickle\nSource: Dungeon Master's Guide p. 213"
},
"Sickle +3": {
"name": "Sickle +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, sickle\nSource: Dungeon Master's Guide p. 213"
},
"Sickle of Warning": {
"name": "Sickle of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, sickle\nSource: Dungeon Master's Guide p. 213"
},
"Spear": {
"name": "Spear",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "1 gp",
"Weight": "3 lb",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: simple, spear\nSource: Player's Handbook p. 149"
},
"Spear +1": {
"name": "Spear +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Dungeon Master's Guide p. 213"
},
"Spear +2": {
"name": "Spear +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Dungeon Master's Guide p. 213"
},
"Spear +3": {
"name": "Spear +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Dungeon Master's Guide p. 213"
},
"Spear of Backbiting": {
"name": "Spear of Backbiting",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare, cursed (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "50/90",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet (included in range). and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.\nCurse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.\nWhenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Tales from the Yawning Portal, p. 229"
},
"Spear of Warning": {
"name": "Spear of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Dungeon Master's Guide p. 213"
},
"Sun Blade": {
"name": "Sun Blade",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d8",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword, shortsword\nSource: Dungeon Master's Guide p. 205"
},
"Sunsword": {
"name": "Sunsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.\nStrahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.\nThe hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.\nSentience: The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.\nPersonality: The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.\nSun blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword, shortsword\nSource: Curse of Strahd, p. 223"
},
"Sword of Answering (Answerer)": {
"name": "Sword of Answering (Answerer)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Chaotic Good Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nAnswerer, the Chaotic Good sword, has an emerald set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Back Talker)": {
"name": "Sword of Answering (Back Talker)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Chaotic Evil Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nBack Talker, the Chaotic Evil sword, has jet set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Concluder)": {
"name": "Sword of Answering (Concluder)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Lawful Neutral Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nConcluder, the Lawful Neutral sword, has an amethyst set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Last Quip)": {
"name": "Sword of Answering (Last Quip)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Chaotic Neutral Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nLast Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Rebutter)": {
"name": "Sword of Answering (Rebutter)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Neutral Good Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nRebutter, the Neutral Good sword, has a topaz set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Replier)": {
"name": "Sword of Answering (Replier)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Neutral Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nReplier, the Neutral sword, has a peridot set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Retorter)": {
"name": "Sword of Answering (Retorter)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Lawful Good Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nRetorter, the Lawful Good sword, has an aquamarine set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Scather)": {
"name": "Sword of Answering (Scather)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Lawful Evil Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nScather, the Lawful Evil sword, has a garnet set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Answering (Squelcher)": {
"name": "Sword of Answering (Squelcher)",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement by a Neutral Evil Creature)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.\nSquelcher, the Neutral Evil sword, has a spinel set in its pommel.\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 206"
},
"Sword of Kas": {
"name": "Sword of Kas",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "artifact (requires attunement)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.\nFor a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich's empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.\nThe Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.\nIf the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.\nRandom Properties: The Sword of Kas has the following random properties:\n• 1 minor beneficial property\n• 1 major beneficial property\n• 1 minor detrimental property\n• 1 major detrimental property\nSpirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.\nSpells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.\nSentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to 2 range of 120 feet.\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common\nPersonality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.\nThe Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.\nDestroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 226"
},
"Talon": {
"name": "Talon",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "unique",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Talon is a +1 longsword in a silver-chased scabbard. Its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Lost Mines of Phandelver, p. 24"
},
"Tinderstrike": {
"name": "Tinderstrike",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.\nFire Mastery: You gain the following benefits while you hold Tinderstrike:\n• You can speak Ignan fluently.\n• You have resistance to fire damage.\n• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can't be used this way again until the next dawn.\nDance of the All-Consuming Fire: While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can't be used to perform the ritual again until the next dawn.\nFlaw: Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: \"I act without thinking and take risks without weighing the consequences.\"\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Princes of the Apocalypse p. 224"
},
"Trident": {
"name": "Trident",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "5 gp",
"Weight": "4 lb",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, trident\nSource: Player's Handbook p. 149"
},
"Trident +1": {
"name": "Trident +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +1"
},
{
"category": "bonus",
"$t": "weapon damage +1"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 213"
},
"Trident +2": {
"name": "Trident +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 213"
},
"Trident +3": {
"name": "Trident +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +3"
},
{
"category": "bonus",
"$t": "weapon damage +3"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 213"
},
"Trident of Fish Command": {
"name": "Trident of Fish Command",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "1d3",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 209"
},
"Trident of Warning": {
"name": "Trident of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 213"
},
"Vicious Battleaxe": {
"name": "Vicious Battleaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Club": {
"name": "Vicious Club",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, club\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Dagger": {
"name": "Vicious Dagger",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dagger\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Flail": {
"name": "Vicious Flail",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nProficiency: martial, flail\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Glaive": {
"name": "Vicious Glaive",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, glaive\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Greataxe": {
"name": "Vicious Greataxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "7 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d12",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greataxe\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Greatclub": {
"name": "Vicious Greatclub",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Bludgeoning",
"Property": "Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, greatclub\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Greatsword": {
"name": "Vicious Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Halberd": {
"name": "Vicious Halberd",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, halberd\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Handaxe": {
"name": "Vicious Handaxe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, handaxe\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Javelin": {
"name": "Vicious Javelin",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Thrown",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, javelin\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Lance": {
"name": "Vicious Lance",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d12",
"DamageType": "Piercing",
"Property": "Magic, React, Special",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, lance\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Light Hammer": {
"name": "Vicious Light Hammer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Light, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, light hammer\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Longsword": {
"name": "Vicious Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Mace": {
"name": "Vicious Mace",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Bludgeoning",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Maul": {
"name": "Vicious Maul",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "10 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "2d6",
"Damage2": "2d6",
"DamageType": "Bludgeoning",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, maul\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Morningstar": {
"name": "Vicious Morningstar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nProficiency: martial, morningstar\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Pike": {
"name": "Vicious Pike",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Heavy, React, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, pike\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Quarterstaff": {
"name": "Vicious Quarterstaff",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Bludgeoning",
"Property": "Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, quarterstaff\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Rapier": {
"name": "Vicious Rapier",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Finesse",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nProficiency: martial, rapier\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Scimitar": {
"name": "Vicious Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Shortsword": {
"name": "Vicious Shortsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, shortsword\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Sickle": {
"name": "Vicious Sickle",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: simple, sickle\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Spear": {
"name": "Vicious Spear",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Trident": {
"name": "Vicious Trident",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 209"
},
"Vicious War Pick": {
"name": "Vicious War Pick",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nProficiency: martial, war pick\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Warhammer": {
"name": "Vicious Warhammer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Whip": {
"name": "Vicious Whip",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "2d6",
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 slashing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Dungeon Master's Guide p. 209"
},
"Vorpal Greatsword": {
"name": "Vorpal Greatsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "6d8",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Dungeon Master's Guide p. 209"
},
"Vorpal Longsword": {
"name": "Vorpal Longsword",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "6d8",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Slashing",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, longsword\nSource: Dungeon Master's Guide p. 209"
},
"Vorpal Scimitar": {
"name": "Vorpal Scimitar",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "6d8",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Slashing",
"Property": "Magic, Finesse, Light",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nProficiency: martial, scimitar\nSource: Dungeon Master's Guide p. 209"
},
"War Pick": {
"name": "War Pick",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "5 gp",
"Weight": "2 lb",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, war pick\nSource: Player's Handbook p. 149"
},
"War Pick +1": {
"name": "War Pick +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, war pick\nSource: Dungeon Master's Guide p. 213"
},
"War Pick +2": {
"name": "War Pick +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, war pick\nSource: Dungeon Master's Guide p. 213"
},
"War Pick +3": {
"name": "War Pick +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nProficiency: martial, war pick\nSource: Dungeon Master's Guide p. 213"
},
"War Pick of Warning": {
"name": "War Pick of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.\nProficiency: martial, war pick\nSource: Dungeon Master's Guide p. 213"
},
"Warhammer": {
"name": "Warhammer",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "15 gp",
"Weight": "2 lb",
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, warhammer\nSource: Player's Handbook p. 149"
},
"Warhammer +1": {
"name": "Warhammer +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 213"
},
"Warhammer +2": {
"name": "Warhammer +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 213"
},
"Warhammer +3": {
"name": "Warhammer +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 213"
},
"Warhammer of Warning": {
"name": "Warhammer of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 213"
},
"Wave": {
"name": "Wave",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "4 lb",
"Rarity": "artifact (requires attunement by a creature that worships a god of the sea)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.\nThe weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.\nSentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.\nPersonality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.\nWave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to\nfurther the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.\nWave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, trident\nSource: Dungeon Master's Guide p. 218"
},
"Waythe": {
"name": "Waythe",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "6 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "2d6",
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "2d6",
"DamageType": "Slashing",
"Property": "Magic, Heavy, Two-Handed",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.\nYou gain a +l bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.\nThe sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.\nSentience: Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.\nThe weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.\nPersonality: This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, greatsword\nSource: Tales from the Yawning Portal, p. 229"
},
"Whelm": {
"name": "Whelm",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "artifact (requires attunement by a dwarf)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d8",
"Damage2": "1d10",
"DamageType": "Bludgeoning",
"Property": "Magic, Versatile, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.\nThrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.\nShock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.\nSupernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.\nSentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.\nPersonality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: martial, warhammer\nSource: Dungeon Master's Guide p. 218"
},
"Whip": {
"name": "Whip",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "2 gp",
"Weight": "3 lb",
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "Proficiency: martial, whip\nSource: Player's Handbook p. 149"
},
"Whip +1": {
"name": "Whip +1",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +1"
},
{
"category": "bonus",
"$t": "melee damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Dungeon Master's Guide p. 213"
},
"Whip +2": {
"name": "Whip +2",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +2"
},
{
"category": "bonus",
"$t": "melee damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Dungeon Master's Guide p. 213"
},
"Whip +3": {
"name": "Whip +3",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "melee attacks +3"
},
{
"category": "bonus",
"$t": "melee damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Dungeon Master's Guide p. 213"
},
"Whip of Warning": {
"name": "Whip of Warning",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Slashing",
"Property": "Magic, Finesse, React",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nReach: This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.\nProficiency: martial, whip\nSource: Dungeon Master's Guide p. 213"
},
"Windvane": {
"name": "Windvane",
"meta": {
"Type": "Martial Melee Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d6",
"modifier": [
{
"category": "bonus",
"$t": "weapon attacks +2"
},
{
"category": "bonus",
"$t": "weapon damage +2"
}
],
"Damage1": "1d6",
"Damage2": "1d8",
"DamageType": "Piercing",
"Property": "Thrown, Versatile",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-melee-weapon.jpg"
},
"description": "A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.\nYou have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.\nAir Mastery: You gain the following benefits while you hold Windvane:\n• You can speak Auran fluently.\n• You have resistance to lightning damage.\n• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can't be used this way again until the next dawn.\nSong of the Four Winds: While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can't be used to perform the ritual again until the next dawn.\nFlaw: Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: \"I break my vows and plans. Duty and honor mean nothing to me.\"\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nVersatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.\nProficiency: simple, spear\nSource: Princes of the Apocalypse p. 224"
},
"Adamantine Breastplate": {
"name": "Adamantine Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Chain Shirt": {
"name": "Adamantine Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Half Plate Armor": {
"name": "Adamantine Half Plate Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Adamantine Scale Mail": {
"name": "Adamantine Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 150"
},
"Black Dragon Scale Mail": {
"name": "Black Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Blue Dragon Scale Mail": {
"name": "Blue Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Brass Dragon Scale Mail": {
"name": "Brass Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Breastplate": {
"name": "Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "400 gp",
"Weight": "20 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.\nSource: Player's Handbook p. 145"
},
"Breastplate +1": {
"name": "Breastplate +1",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate +2": {
"name": "Breastplate +2",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate +3": {
"name": "Breastplate +3",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Acid Resistance": {
"name": "Breastplate of Acid Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Cold Resistance": {
"name": "Breastplate of Cold Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Fire Resistance": {
"name": "Breastplate of Fire Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Force Resistance": {
"name": "Breastplate of Force Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Gleaming": {
"name": "Breastplate of Gleaming",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Breastplate of Lightning Resistance": {
"name": "Breastplate of Lightning Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Necrotic Resistance": {
"name": "Breastplate of Necrotic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Poison Resistance": {
"name": "Breastplate of Poison Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Psychic Resistance": {
"name": "Breastplate of Psychic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Radiant Resistance": {
"name": "Breastplate of Radiant Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Breastplate of Thunder Resistance": {
"name": "Breastplate of Thunder Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Bronze Dragon Scale Mail": {
"name": "Bronze Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Cast-Off Breastplate": {
"name": "Cast-Off Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Chain Shirt": {
"name": "Cast-Off Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Half Plate Armor": {
"name": "Cast-Off Half Plate Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Hide Armor": {
"name": "Cast-Off Hide Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Cast-Off Scale Mail": {
"name": "Cast-Off Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You can doff this armor as an action.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Chain Shirt": {
"name": "Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "50 gp",
"Weight": "20 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.\nSource: Player's Handbook p. 144"
},
"Chain Shirt +1": {
"name": "Chain Shirt +1",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt +2": {
"name": "Chain Shirt +2",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt +3": {
"name": "Chain Shirt +3",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Acid Resistance": {
"name": "Chain Shirt of Acid Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Cold Resistance": {
"name": "Chain Shirt of Cold Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Fire Resistance": {
"name": "Chain Shirt of Fire Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Force Resistance": {
"name": "Chain Shirt of Force Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Gleaming": {
"name": "Chain Shirt of Gleaming",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Chain Shirt of Lightning Resistance": {
"name": "Chain Shirt of Lightning Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Necrotic Resistance": {
"name": "Chain Shirt of Necrotic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Poison Resistance": {
"name": "Chain Shirt of Poison Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Psychic Resistance": {
"name": "Chain Shirt of Psychic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Radiant Resistance": {
"name": "Chain Shirt of Radiant Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Chain Shirt of Thunder Resistance": {
"name": "Chain Shirt of Thunder Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Copper Dragon Scale Mail": {
"name": "Copper Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Dragonguard": {
"name": "Dragonguard",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "unique",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.\nSource: Lost Mines of Phandelver, p. 48"
},
"Elven Chain": {
"name": "Elven Chain",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.\nSource: Dungeon Master's Guide p. 209"
},
"Gold Dragon Scale Mail": {
"name": "Gold Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Green Dragon Scale Mail": {
"name": "Green Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Half Plate": {
"name": "Half Plate",
"meta": {
"Type": "Medium Armor",
"Cost": "750 gp",
"Weight": "40 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.\nSource: Player's Handbook p. 145"
},
"Half Plate Armor +1": {
"name": "Half Plate Armor +1",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor +2": {
"name": "Half Plate Armor +2",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor +3": {
"name": "Half Plate Armor +3",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Acid Resistance": {
"name": "Half Plate Armor of Acid Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Cold Resistance": {
"name": "Half Plate Armor of Cold Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Fire Resistance": {
"name": "Half Plate Armor of Fire Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Force Resistance": {
"name": "Half Plate Armor of Force Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Gleaming": {
"name": "Half Plate Armor of Gleaming",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Half Plate Armor of Lightning Resistance": {
"name": "Half Plate Armor of Lightning Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Necrotic Resistance": {
"name": "Half Plate Armor of Necrotic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Poison Resistance": {
"name": "Half Plate Armor of Poison Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Psychic Resistance": {
"name": "Half Plate Armor of Psychic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Radiant Resistance": {
"name": "Half Plate Armor of Radiant Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Half Plate Armor of Thunder Resistance": {
"name": "Half Plate Armor of Thunder Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor": {
"name": "Hide Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "10 gp",
"Weight": "12 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.\nSource: Player's Handbook p. 144"
},
"Hide Armor +1": {
"name": "Hide Armor +1",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor +2": {
"name": "Hide Armor +2",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor +3": {
"name": "Hide Armor +3",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Acid Resistance": {
"name": "Hide Armor of Acid Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Cold Resistance": {
"name": "Hide Armor of Cold Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Fire Resistance": {
"name": "Hide Armor of Fire Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Force Resistance": {
"name": "Hide Armor of Force Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Gleaming": {
"name": "Hide Armor of Gleaming",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Hide Armor of Lightning Resistance": {
"name": "Hide Armor of Lightning Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Necrotic Resistance": {
"name": "Hide Armor of Necrotic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Poison Resistance": {
"name": "Hide Armor of Poison Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Psychic Resistance": {
"name": "Hide Armor of Psychic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Radiant Resistance": {
"name": "Hide Armor of Radiant Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Hide Armor of Thunder Resistance": {
"name": "Hide Armor of Thunder Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Mariner's Breastplate": {
"name": "Mariner's Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Chain Shirt": {
"name": "Mariner's Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Half Plate Armor": {
"name": "Mariner's Half Plate Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Hide Armor": {
"name": "Mariner's Hide Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mariner's Scale Mail": {
"name": "Mariner's Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 181"
},
"Mithral Breastplate": {
"name": "Mithral Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Chain Shirt": {
"name": "Mithral Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Half Plate Armor": {
"name": "Mithral Half Plate Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Mithral Scale Mail": {
"name": "Mithral Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "uncommon",
"Magic": true,
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "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.\nSource: Dungeon Master's Guide p. 182"
},
"Red Dragon Scale Mail": {
"name": "Red Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Scale Mail": {
"name": "Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "50 gp",
"Weight": "45 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.\nSource: Player's Handbook p. 144"
},
"Scale Mail +1": {
"name": "Scale Mail +1",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +1 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail +2": {
"name": "Scale Mail +2",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +2"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +2 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail +3": {
"name": "Scale Mail +3",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "legendary",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +3"
},
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have a +3 bonus to AC while wearing this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Acid Resistance": {
"name": "Scale Mail of Acid Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to acid damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Cold Resistance": {
"name": "Scale Mail of Cold Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to cold damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Fire Resistance": {
"name": "Scale Mail of Fire Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to fire damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Force Resistance": {
"name": "Scale Mail of Force Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to force damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Gleaming": {
"name": "Scale Mail of Gleaming",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "This armor never gets dirty.\nSource: Xanathar's Guide to Everything, p. 136"
},
"Scale Mail of Lightning Resistance": {
"name": "Scale Mail of Lightning Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to lightning damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Necrotic Resistance": {
"name": "Scale Mail of Necrotic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to necrotic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Poison Resistance": {
"name": "Scale Mail of Poison Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to poison damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Psychic Resistance": {
"name": "Scale Mail of Psychic Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to psychic damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Radiant Resistance": {
"name": "Scale Mail of Radiant Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to radiant damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Scale Mail of Thunder Resistance": {
"name": "Scale Mail of Thunder Resistance",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "You have resistance to thunder damage while you wear this armor.\nSource: Dungeon Master's Guide p. 152"
},
"Silver Dragon Scale Mail": {
"name": "Silver Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Smoldering Breastplate": {
"name": "Smoldering Breastplate",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Chain Shirt": {
"name": "Smoldering Chain Shirt",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "20 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Half Plate Armor": {
"name": "Smoldering Half Plate Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "40 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Hide Armor": {
"name": "Smoldering Hide Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "12 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Smoldering Scale Mail": {
"name": "Smoldering Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "common",
"Magic": true,
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Wisps of harmless, odorless smoke rise from this armor while it is worn.\nSource: Xanathar's Guide to Everything, p. 139"
},
"Spiked Armor": {
"name": "Spiked Armor",
"meta": {
"Type": "Medium Armor",
"Cost": "75 gp",
"Weight": "45 lb",
"AC": true,
"RequiredStrength": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Spiked armor is a rare type of medium armor made by dwarves. Itt consists of a leather coat and leggings covered with spikes that are usually made of metal.\nSource: Sword Coast Adventurer's Guide, p. 121"
},
"White Dragon Scale Mail": {
"name": "White Dragon Scale Mail",
"meta": {
"Type": "Medium Armor",
"Cost": "0 gp",
"Weight": "45 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"modifier": {
"category": "bonus",
"$t": "ac +1"
},
"AC": true,
"StealthDisadvantage": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/medium-armor.jpg"
},
"description": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 165"
},
"Bottled Breath": {
"name": "Bottled Breath",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it.\nIf you inhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don't need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn't give you the benefit of exhaling the breath.\nSource: Princes of the Apocalypse p. 222"
},
"Elixir of Health": {
"name": "Elixir of Health",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.\nSource: Dungeon Master's Guide p. 168"
},
"Oil of Etherealness": {
"name": "Oil of Etherealness",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.\nSource: Dungeon Master's Guide p. 183"
},
"Oil of Sharpness": {
"name": "Oil of Sharpness",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.\nSource: Dungeon Master's Guide p. 184"
},
"Oil of Slipperiness": {
"name": "Oil of Slipperiness",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.\nSource: Dungeon Master's Guide p. 184"
},
"Philter of Love": {
"name": "Philter of Love",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.\nSource: Dungeon Master's Guide p. 184"
},
"Potion of Acid Resistance": {
"name": "Potion of Acid Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to acid damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Animal Friendship": {
"name": "Potion of Animal Friendship",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Beast Mind Control": {
"name": "Potion of Beast Mind Control",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink a potion of mind control, you can cast a dominate beast spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\nIf the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.\nSource: Tales from the Yawning Portal, p. 229"
},
"Potion of Clairvoyance": {
"name": "Potion of Clairvoyance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Climbing": {
"name": "Potion of Climbing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "common",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this rime, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Cloud Giant Strength": {
"name": "Potion of Cloud Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Cold Resistance": {
"name": "Potion of Cold Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to cold damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Diminution": {
"name": "Potion of Diminution",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "1d4",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the \"reduce\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Fire Breath": {
"name": "Potion of Fire Breath",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "4d6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Fire Giant Strength": {
"name": "Potion of Fire Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a fire giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Fire Resistance": {
"name": "Potion of Fire Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to fire damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Flying": {
"name": "Potion of Flying",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Force Resistance": {
"name": "Potion of Force Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to force damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Frost Giant Strength": {
"name": "Potion of Frost Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Gaseous Form": {
"name": "Potion of Gaseous Form",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Giant Size": {
"name": "Potion of Giant Size",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "legendary",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.\nEverything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1dlO) when used with two hands.\nWhen the effect ends, any hit points you have above your hit point maximum become temporary hit points.\nThis potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.\nSource: Storm King's Thunder, p. 238"
},
"Potion of Greater Healing": {
"name": "Potion of Greater Healing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "4d4+4",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Growth": {
"name": "Potion of Growth",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "1d4",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the \"enlarge\" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Healing": {
"name": "Potion of Healing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "common",
"Magic": true,
"Roll": "2d4+2",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Heroism": {
"name": "Potion of Heroism",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Hill Giant Strength": {
"name": "Potion of Hill Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Human Mind Control": {
"name": "Potion of Human Mind Control",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink a potion of mind control, you can cast a dominate person spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\nIf the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.\nSource: Tales from the Yawning Portal, p. 229"
},
"Potion of Invisibility": {
"name": "Potion of Invisibility",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Invulnerability": {
"name": "Potion of Invulnerability",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Lightning Resistance": {
"name": "Potion of Lightning Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to lightning damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Longevity": {
"name": "Potion of Longevity",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "1d6+6",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Mind Reading": {
"name": "Potion of Mind Reading",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Monster Mind Control": {
"name": "Potion of Monster Mind Control",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink a potion of mind control, you can cast a dominate monster spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.\nIf the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.\nSource: Tales from the Yawning Portal, p. 229"
},
"Potion of Necrotic Resistance": {
"name": "Potion of Necrotic Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to necrotic damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Poison": {
"name": "Potion of Poison",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": ["3d6", "2d6", "1d6"],
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Poison Resistance": {
"name": "Potion of Poison Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to poison damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Psychic Resistance": {
"name": "Potion of Psychic Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to psychic damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Radiant Resistance": {
"name": "Potion of Radiant Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to radiant damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Speed": {
"name": "Potion of Speed",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Stone Giant Strength": {
"name": "Potion of Stone Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Storm Giant Strength": {
"name": "Potion of Storm Giant Strength",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "legendary",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.\nThis potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Superior Healing": {
"name": "Potion of Superior Healing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "8d4+8",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "You regain 8d4+8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Supreme Healing": {
"name": "Potion of Supreme Healing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"Roll": "10d4+20",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.\nSource: Dungeon Master's Guide p. 187"
},
"Potion of Thunder Resistance": {
"name": "Potion of Thunder Resistance",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, you gain resistance to thunder damage for 1 hour.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Vitality": {
"name": "Potion of Vitality",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.\nSource: Dungeon Master's Guide p. 188"
},
"Potion of Water Breathing": {
"name": "Potion of Water Breathing",
"meta": {
"Type": "Potion",
"Cost": "0 gp",
"Weight": "0.5 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/potion.jpg"
},
"description": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.\nSource: Dungeon Master's Guide p. 188"
},
"Blowgun": {
"name": "Blowgun",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "10 gp",
"Weight": "1 lb",
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: martial, blowgun\nSource: Player's Handbook p. 149"
},
"Blowgun +1": {
"name": "Blowgun +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, blowgun\nSource: Dungeon Master's Guide p. 152"
},
"Blowgun +2": {
"name": "Blowgun +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, blowgun\nSource: Dungeon Master's Guide p. 152"
},
"Blowgun +3": {
"name": "Blowgun +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, blowgun\nSource: Dungeon Master's Guide p. 152"
},
"Blowgun of Warning": {
"name": "Blowgun of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, blowgun\nSource: Dungeon Master's Guide p. 213"
},
"Dart": {
"name": "Dart",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0.05 gp",
"Weight": "0.25 lb",
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: simple, dart\nSource: Player's Handbook p. 149"
},
"Dart +1": {
"name": "Dart +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Dungeon Master's Guide p. 213"
},
"Dart +2": {
"name": "Dart +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Dungeon Master's Guide p. 213"
},
"Dart +3": {
"name": "Dart +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Dungeon Master's Guide p. 213"
},
"Dart of Warning": {
"name": "Dart of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Dungeon Master's Guide p. 213"
},
"Hand Crossbow": {
"name": "Hand Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "75 gp",
"Weight": "3 lb",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: martial, hand crossbow\nSource: Player's Handbook p. 149"
},
"Hand Crossbow +1": {
"name": "Hand Crossbow +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, hand crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Hand Crossbow +2": {
"name": "Hand Crossbow +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, hand crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Hand Crossbow +3": {
"name": "Hand Crossbow +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, hand crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Hand Crossbow of Warning": {
"name": "Hand Crossbow of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, hand crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Heavy Crossbow": {
"name": "Heavy Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "50 gp",
"Weight": "18 lb",
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: martial, heavy crossbow\nSource: Player's Handbook p. 149"
},
"Heavy Crossbow +1": {
"name": "Heavy Crossbow +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, heavy crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Heavy Crossbow +2": {
"name": "Heavy Crossbow +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, heavy crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Heavy Crossbow +3": {
"name": "Heavy Crossbow +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, heavy crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Heavy Crossbow of Warning": {
"name": "Heavy Crossbow of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, heavy crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Light Crossbow": {
"name": "Light Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "25 gp",
"Weight": "5 lb",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: simple, light crossbow\nSource: Player's Handbook p. 149"
},
"Light Crossbow +1": {
"name": "Light Crossbow +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "5 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, light crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Light Crossbow +2": {
"name": "Light Crossbow +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "5 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, light crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Light Crossbow +3": {
"name": "Light Crossbow +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "5 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, light crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Light Crossbow of Warning": {
"name": "Light Crossbow of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "5 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, light crossbow\nSource: Dungeon Master's Guide p. 213"
},
"Longbow": {
"name": "Longbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "50 gp",
"Weight": "2 lb",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: martial, longbow\nSource: Player's Handbook p. 149"
},
"Longbow +1": {
"name": "Longbow +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 213"
},
"Longbow +2": {
"name": "Longbow +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 213"
},
"Longbow +3": {
"name": "Longbow +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 213"
},
"Longbow of Warning": {
"name": "Longbow of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 213"
},
"Net": {
"name": "Net",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "1 gp",
"Weight": "3 lb",
"Property": "Magic, Special, Thrown",
"Range": "5/15",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: martial, net\nSource: Player's Handbook p. 149"
},
"Net +1": {
"name": "Net +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "0",
"Property": "Magic, Special, Thrown",
"Range": "5/15",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack rolls made with this weapon.\nNOTE: Add an Attack +1 modifier to this item and equip it to apply this item's bonus.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: martial, net\nSource: Dungeon Master's Guide p. 213"
},
"Net +2": {
"name": "Net +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "0",
"Property": "Magic, Special, Thrown",
"Range": "5/15",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack rolls made with this weapon.\nNOTE: Add an Attack +2 modifier to this item and equip it to apply this item's bonus.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: martial, net\nSource: Dungeon Master's Guide p. 213"
},
"Net +3": {
"name": "Net +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "0",
"Property": "Magic, Special, Thrown",
"Range": "5/15",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack rolls made with this weapon.\nNOTE: Add an Attack +3 modifier to this item and equip it to apply this item's bonus.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: martial, net\nSource: Dungeon Master's Guide p. 213"
},
"Net of Warning": {
"name": "Net of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "0",
"Property": "Magic, Special, Thrown",
"Range": "5/15",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: martial, net\nSource: Dungeon Master's Guide p. 213"
},
"Oathbow": {
"name": "Oathbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"Roll": "3d6",
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 168"
},
"Seeker Dart": {
"name": "Seeker Dart",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "3d4",
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "This small dart is decorated with designs like windy spirals that span the length of its shaft.\nWhen you whisper the word \"seek\" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.\nWhen the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Princes of the Apocalypse p. 223"
},
"Shortbow": {
"name": "Shortbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "25 gp",
"Weight": "2 lb",
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: simple, shortbow\nSource: Player's Handbook p. 149"
},
"Shortbow +1": {
"name": "Shortbow +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, shortbow\nSource: Dungeon Master's Guide p. 213"
},
"Shortbow +2": {
"name": "Shortbow +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, shortbow\nSource: Dungeon Master's Guide p. 213"
},
"Shortbow +3": {
"name": "Shortbow +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, shortbow\nSource: Dungeon Master's Guide p. 213"
},
"Shortbow of Warning": {
"name": "Shortbow of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, shortbow\nSource: Dungeon Master's Guide p. 213"
},
"Sling": {
"name": "Sling",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0.1 gp",
"Weight": "0 lb",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "Proficiency: simple, sling\nSource: Player's Handbook p. 149"
},
"Sling +1": {
"name": "Sling +1",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "uncommon",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +1"
},
{
"category": "bonus",
"$t": "ranged damage +1"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +1 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, sling\nSource: Dungeon Master's Guide p. 213"
},
"Sling +2": {
"name": "Sling +2",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +2"
},
{
"category": "bonus",
"$t": "ranged damage +2"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +2 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, sling\nSource: Dungeon Master's Guide p. 213"
},
"Sling +3": {
"name": "Sling +3",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "very rare",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "ranged attacks +3"
},
{
"category": "bonus",
"$t": "ranged damage +3"
}
],
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "You have a +3 bonus to attack and damage rolls made with this weapon.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, sling\nSource: Dungeon Master's Guide p. 213"
},
"Sling of Warning": {
"name": "Sling of Warning",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "uncommon (requires attunement)",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "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.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, sling\nSource: Dungeon Master's Guide p. 213"
},
"Storm Boomerang": {
"name": "Storm Boomerang",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "uncommon",
"Magic": true,
"Roll": "3d4",
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Range": "60/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower's hand.\nOnce the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, javelin\nSource: Princes of the Apocalypse p. 223"
},
"Vicious Blowgun": {
"name": "Vicious Blowgun",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "1 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Loading",
"Range": "25/100",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, blowgun\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Dart": {
"name": "Vicious Dart",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0.25 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Piercing",
"Property": "Finesse, Thrown",
"Range": "20/60",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nFinesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nThrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.\nProficiency: simple, dart\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Hand Crossbow": {
"name": "Vicious Hand Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "3 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Light, Loading",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLight: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: martial, hand crossbow\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Heavy Crossbow": {
"name": "Vicious Heavy Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "18 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d10",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Loading, Two-Handed",
"Range": "100/400",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, heavy crossbow\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Light Crossbow": {
"name": "Vicious Light Crossbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "5 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Ammunition, Loading, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nLoading: Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, light crossbow\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Longbow": {
"name": "Vicious Longbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d8",
"DamageType": "Piercing",
"Property": "Magic, Ammunition, Heavy, Two-Handed",
"Range": "150/600",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nHeavy: Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: martial, longbow\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Shortbow": {
"name": "Vicious Shortbow",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d6",
"DamageType": "Piercing",
"Property": "Ammunition, Two-Handed",
"Range": "80/320",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nTwo-Handed: This weapon requires two hands when you attack with it.\nProficiency: simple, shortbow\nSource: Dungeon Master's Guide p. 209"
},
"Vicious Sling": {
"name": "Vicious Sling",
"meta": {
"Type": "Martial Ranged Weapon",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare",
"Magic": true,
"Damage1": "1d4",
"DamageType": "Bludgeoning",
"Property": "Ammunition",
"Range": "30/120",
"image": "https://www.dndbeyond.com/Content/1-0-316-0/Skins/Waterdeep/images/icons/equipment/martial-ranged-weapon.jpg"
},
"description": "When you roll a 20 with this magic weapon, the target takes an extra 2d6 bludgeoning damage.\nAmmunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\"). A sling must be loaded to deal any damage when used in this way.\nRange: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.\nProficiency: simple, sling\nSource: Dungeon Master's Guide p. 209"
},
"Immovable Rod": {
"name": "Immovable Rod",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success\nSource: Dungeon Master's Guide p. 175"
},
"Rod of Absorption": {
"name": "Rod of Absorption",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.\nSource: Dungeon Master's Guide p. 195"
},
"Rod of Alertness": {
"name": "Rod of Alertness",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "This rod has a flanged head and the following properties.\nAlertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\nSpells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.\nProtective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 196"
},
"Rod of Lordly Might": {
"name": "Rod of Lordly Might",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "4d6",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\nSix Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\nIf you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head.\nIf you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\nIf you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it.\nIf you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\nIf you press button 5, the rod transforms into a handheld battering ram and gram its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\nIf you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\nDrain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\nParalyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\nTerrify: While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.\nProficiency: simple, mace\nSource: Dungeon Master's Guide p. 196"
},
"Rod of Resurrection": {
"name": "Rod of Resurrection",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "legendary (requires attunement by a Cleric, Druid, or Paladin)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).\nThe rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.\nSource: Dungeon Master's Guide p. 197"
},
"Rod of Rulership": {
"name": "Rod of Rulership",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.\nSource: Dungeon Master's Guide p. 197"
},
"Rod of Security": {
"name": "Rod of Security",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.\nSource: Dungeon Master's Guide p. 197"
},
"Rod of the Pact Keeper, +1": {
"name": "Rod of the Pact Keeper, +1",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "uncommon (requires attunement by a Warlock)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "spell attack +1"
},
{
"category": "bonus",
"$t": "spell dc +1"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\nIn 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.\nSource: Dungeon Master's Guide p. 197"
},
"Rod of the Pact Keeper, +2": {
"name": "Rod of the Pact Keeper, +2",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement by a Warlock)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "spell attack +2"
},
{
"category": "bonus",
"$t": "spell dc +2"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\nIn 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.\nSource: Dungeon Master's Guide p. 197"
},
"Rod of the Pact Keeper, +3": {
"name": "Rod of the Pact Keeper, +3",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "very rare (requires attunement by a Warlock)",
"Magic": true,
"modifier": [
{
"category": "bonus",
"$t": "spell attack +3"
},
{
"category": "bonus",
"$t": "spell dc +3"
}
],
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.\nIn 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.\nSource: Dungeon Master's Guide p. 197"
},
"Tentacle Rod": {
"name": "Tentacle Rod",
"meta": {
"Type": "Rod",
"Cost": "0 gp",
"Weight": "2 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": ["1d20+9", "1d6"],
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/rod.jpg"
},
"description": "Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.\nSource: Dungeon Master's Guide p. 208"
},
"Ring of Acid Resistance": {
"name": "Ring of Acid Resistance",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "You have resistance to acid damage while wearing this ring.\nSource: Dungeon Master's Guide p. 192"
},
"Ring of Air Elemental Command": {
"name": "Ring of Air Elemental Command",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d4+1",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.\nThe ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\nYou can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n• You have resistance to lightning damage.\n• You have a flying speed equal to your walking speed and can hover.\n• You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).\nSource: Dungeon Master's Guide p. 190"
},
"Ring of Animal Influence": {
"name": "Ring of Animal Influence",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare",
"Magic": true,
"Roll": "1d3",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n• Animal friendship (save DC 13)\n• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n• Speak with animals\nSource: Dungeon Master's Guide p. 189"
},
"Ring of Cold Resistance": {
"name": "Ring of Cold Resistance",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "You have resistance to cold damage while wearing this ring.\nSource: Dungeon Master's Guide p. 192"
},
"Ring of Djinni Summoning": {
"name": "Ring of Djinni Summoning",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.\nSource: Dungeon Master's Guide p. 190"
},
"Ring of Earth Elemental Command": {
"name": "Ring of Earth Elemental Command",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d4+1",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.\nThe ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\nYou can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n• You have resistance to acid damage.\n• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).\nSource: Dungeon Master's Guide p. 190"
},
"Ring of Evasion": {
"name": "Ring of Evasion",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"Roll": "1d3",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.\nSource: Dungeon Master's Guide p. 191"
},
"Ring of Feather Falling": {
"name": "Ring of Feather Falling",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "rare (requires attunement)",
"Magic": true,
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.\nSource: Dungeon Master's Guide p. 191"
},
"Ring of Fire Elemental Command": {
"name": "Ring of Fire Elemental Command",
"meta": {
"Type": "Ring",
"Cost": "0 gp",
"Weight": "0 lb",
"Rarity": "legendary (requires attunement)",
"Magic": true,
"Roll": "1d4+1",
"image": "https://www.dndbeyond.com/Content/1-0-500-0/Skins/Waterdeep/images/icons/item_types/ring.jpg"
},
"description": "While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.\nThe ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\nYou can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n• You are immune to fire damage.\n• You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).\nSource: Dungeon Master's Guide p.
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