The world
Classica ambientazione di D&D: L’avventura è ambientata nei Forgotten Realms, un mondo fantasy medievale. Il continente di Faerûn ospita regni umani, città-stato, foreste elfiche, fortezze naniche. Diverse razze e culture convivono, commerciano o combattono tra loro. Ordini religiosi, gilde, nobili, organizzazioni criminali e potenti fazioni perseguono interessi contrastanti. Il tono deve essere high fantasy avventuroso, con esplorazione, intrighi, misteri, battaglie, creature fantastiche e scelte capaci di influenzare persone, fazioni e territori. Il continente di Faerûn comprende grandi città, regni feudali, villaggi, foreste elfiche, fortezze naniche, montagne, deserti, paludi e territori selvaggi infestati da mostri. Umani, elfi, nani, halfling, gnomi e numerosi altri popoli convivono nei vari territori.
Adaptation Progress
Classes100%
ability100%
Items100%
Classes
Barbaro
La furia primordiale scorre nelle tue vene come il sangue dei ghiacci del Nord. Non sei un soldato né un tattico: sei una tempesta di muscoli e rabbia che travolge i nemici. Incassi colpi che spezzerebbero chiunque e li restituisci con forza raddoppiata. Che tu sia un guerriero delle tribù di Uthgardt o un bruto delle Spine del Mondo, il tuo approccio è diretto, fisico e terribilmente efficace. La paura è per gli altri; tu sei ciò da cui fuggono. CARATTERISTICA PRINCIPALE: FORZA
Bardo
La tua vera arma è la voce e la presenza. Sei un affabulatore capace di ispirare folle, sedurre nobili o ingannare chiunque ti ascolti. Conosci il potere delle storie, della musica e dell'emozione, e in ogni corte o taverna trovi un punto di contatto. Che tu sia un menestrello errante di Waterdeep o un araldo di corte, preferisci trasformare gli avversari in alleati prima che alzino un'arma. CARATTERISTICA PRINCIPALE: CARISMA
Chierico
Sei il ponte tra il mondo mortale e il divino, il canale della volontà di un dio di Faerûn. La tua fede non è un semplice credo, ma una forza tangibile che compie miracoli: guarisci i feriti, scacci i non-morti e guidi i compagni con una luce che nessuna tenebra spegne. Che tu serva Torm, Lathander o Kelemvor, la tua vocazione è chiara: servire e proteggere, anche a costo del sacrificio. CARATTERISTICA PRINCIPALE: SAGGEZZA
Druido
Il mondo naturale è il tuo tempio e la tua arma. Senti il battito della terra, il sussurro del vento e il fluire dei fiumi come parte del tuo essere. Non sei un civilizzato che visita le foreste, ma un figlio che torna a casa. La tua magia trae forza dalla linfa vitale del mondo, permettendoti di controllare le piante, parlare con le bestie e mutare forma. Sei il guardiano silenzioso delle selve elfiche e delle terre selvagge. CARATTERISTICA PRINCIPALE: SAGGEZZA
Guerriero
La disciplina è la tua religione, l'addestramento il tuo credo. Sei un maestro del combattimento, non per istinto ma per tecnica. Conosci ogni arma, ogni posizione, ogni tattica. Sei l'architrave di ogni compagnia, l'eroe che tiene la linea mentre gli altri arretrano. Che tu sia un cavaliere di Cormyr o un mercenario della Costa della Spada, il tuo compito è chiaro: eseguire il piano e riportare a casa i tuoi compagni. CARATTERISTICA PRINCIPALE: FORZA
Monaco
La vera forza risiede nella perfezione di mente, corpo e spirito. Attraverso anni di meditazione e allenamento estremo, hai trasformato il tuo corpo in un'arma letale e la tua volontà in uno scudo impenetrabile. Non ti servono armature né spade: le tue mani sono più affilate. Colpisci con velocità che confonde la vista e ti muovi con grazia sovrumana. Sei un monaco di un monastero sperduto sulle montagne, un artista marziale dal controllo assoluto. CARATTERISTICHE PRINCIPALI: SAGGEZZA e DESTREZZA
Paladino
Non combatti per denaro o gloria, ma per un giuramento sacro e una causa più grande. La tua fede incrollabile in un codice d'onore ti infonde un potere sovrannaturale. Sei un baluardo contro il caos, un faro di speranza per gli oppressi. La tua presenza ispira i deboli e incute terrore nei malvagi. Che tu sia un cavaliere dell'Ordine del Guanto o un paladino di Tyr, la tua parola è legge e il tuo braccio è la sentenza del tuo dio. CARATTERISTICA PRINCIPALE: FORZA e CARISMA
Ranger
Sei il padrone dell'inospitale, l'occhio che vede dove gli altri sono ciechi. La tua dimora è la frontiera, il confine tra il noto e l'ignoto. Sei un sopravvissuto e un inseguitore che legge le tracce come un libro aperto. La tua mira è infallibile e i tuoi colpi colpiscono sempre i punti deboli del nemico. Che tu sia un guardaboschi delle foreste o un cacciatore di mostri delle terre selvagge, per te l'avventura è istinto e adattamento. CARATTERISTICHE PRINCIPALI: DESTREZZA e SAGGEZZA
Ladro
Vivi nell'ombra, dove la legge non arriva o non osa guardare. La tua abilità non sta nella forza bruta, ma nell'astuzia, nella velocità e nella precisione. Sei un maestro nell'aprire ciò che è chiuso, nel trovare ciò che è nascosto e nell'eliminare silenziosamente ciò che è d'intralcio. La tua vita è un gioco di equilibrio tra le ombre, fatto di contatti loschi e piani audaci. Che tu sia un borseggiatore di Waterdeep o una spia delle gilde, sei sempre un passo avanti agli inseguitori. CARATTERISTICA PRINCIPALE: DESTREZZA
Stregone
Non hai studiato, non hai pregato, non hai stretto patti. Il potere scorre nel tuo sangue come un'eredità, un dono o forse una maledizione. La tua magia è istintiva e selvaggia, modellata dalla tua volontà e dalle tue emozioni. Puoi discendere da una stirpe draconica o da un'antica linea di maghi. La tua sfida non è imparare a controllare il potere, ma imparare a controllare te stesso. CARATTERISTICA PRINCIPALE: CARISMA
Warlock
La tua conoscenza occulta e il tuo potere hanno un prezzo: un patto. Hai stretto un accordo con un essere di immensa potenza che si cela oltre il velo della realtà. In cambio del suo favore, hai ricevuto capacità arcane proibite. Sei un ricercatore di verità proibite, un servo consapevole di un potere antico. Che il tuo patrono sia un demone degli Abissi, un arcidiavolo o un'entità del Piano dell'Ombra, il tuo destino è ormai legato al suo volere. CARATTERISTICA PRINCIPALE: CARISMA
Mago
La conoscenza è il vero potere. Hai passato anni a studiare tomi polverosi e a decifrare antiche iscrizioni per comprendere le leggi fondamentali della realtà. Il tuo potere non è un dono, ma una scienza. Comprendi i perché e i come, e attraverso formule precise e gesti calcolati pieghi il mondo alla tua volontà. Che tu sia un mago di una torre di Silverymoon o un erudito di Candlekeep, la tua mente è la tua arma più affilata. CARATTERISTICA PRINCIPALE: INTELLIGENZA
Abilities already adapted (456)
Acid Splash
Con un’azione spruzzi acido su un massimo di due nemici entro 12 caselle. Ognuno subisce 1d6 danni da acido, oppure nessuno se supera un tiro salvezza su Destrezza. I danni diventano 2d6 al livello 5, 3d6 al livello 11 e 4d6 al livello 17. È un trucchetto di grado 0.
Aid
Con un’azione rinforzi gli alleati in un’area di raggio 1,5 caselle, centrata entro 3 caselle da te. I loro punti ferita massimi e attuali aumentano di 5 fino alla fine dello scontro. Consuma uno slot di grado 2.
Alarm
Proteggi un’area con un allarme magico. Quando qualcuno vi entra senza essere autorizzato, ricevi un avviso mentale oppure fai risuonare un allarme udibile.
Alter Self
Modifichi il tuo corpo scegliendo un adattamento: respirare e muoverti nell’acqua, cambiare aspetto oppure sviluppare armi naturali con +1 ai tiri per colpire e ai danni. L’uso di queste trasformazioni è gestito dal Narratore.
Animal Friendship
Rassicuri una bestia con Intelligenza inferiore a 4 e cerchi di convincerla che non sei una minaccia. Se fallisce il tiro salvezza, diventa Affascinata da te.
Animal Messenger
Affidi a un piccolo animale un messaggio di massimo 25 parole e gli indichi dove consegnarlo.
Animal Shapes
Trasformi le creature consenzienti che scegli in bestie di taglia Grande o inferiore e con grado di sfida non superiore a 4. Il Narratore gestisce le nuove forme.
Animate Dead
Con un’azione bonus fai comparire Non morto animato in una casella visibile entro 3 caselle da te. Ha 22 punti ferita e CA 12. Si muove di 3 caselle. Può usare Tocco Gelido. È immune ai danni da veleno. Può essere attaccato ma non curato. Rimane per 5 round e scompare se vieni sconfitto. Consuma uno slot di grado 3.
Animate Objects
Con un’azione bonus fai comparire Oggetti Animati in una casella visibile entro 6 caselle da te. Ha 35 punti ferita e CA 15. Si muove di 5 caselle. Può usare Dardo Incantato. Dimezza i danni fisici. Può essere attaccato ma non curato. Rimane per 4 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 5.
Antilife Shell
Con un’azione crei un guscio circolare di raggio 1 casella, centrato entro 1 casella da te. Dura 3 round: chi ne attraversa il bordo resta Trattenuto per 1 turno. Consuma uno slot di grado 5.
Antimagic Field
Con un’azione crei attorno a te un campo di raggio 1 casella, che dura 3 round. Chi si trova al suo interno è Indebolito e ottiene Svantaggio finché vi rimane. Consuma uno slot di grado 8.
Antipathy/Sympathy
Rendi un oggetto o un’area irresistibilmente attraente oppure respingente per un tipo di creature che scegli. L’area può occupare un cubo di 60 metri per lato.
Arcane Eye
Crei un occhio invisibile attraverso cui puoi osservare a distanza. Vede normalmente e al buio fino a 9 metri; con un’azione puoi spostarlo di 9 metri.
Arcane Gate
Con un’azione bonus attraversi un portale e riappari in una casella valida entro 16 caselle da te. Consuma uno slot di grado 6.
Arcane Lock
Sigilli magicamente una porta, una finestra o un contenitore. La CD delle prove per scassinarlo aumenta di 10.
Armor of Agathys
Con un’azione ti avvolgi in un’armatura gelida e ottieni 5 punti ferita temporanei fino alla fine dello scontro. Per tutta questa durata, ogni volta che subisci danni infliggi 5 danni da freddo alla loro fonte, anche se hai già perso i punti ferita temporanei. Consuma uno slot di grado 1.
Arms of Hadar
Con un’azione liberi tentacoli oscuri che colpiscono tutte le creature entro 1 casella da te. Infliggono 2d6 danni necrotici, dimezzati per chi supera un tiro salvezza su Forza. Consuma uno slot di grado 1.
Astral Projection
Proietti la tua forma astrale e quella di un massimo di otto alleati nel Piano Astrale. I vostri corpi fisici restano in animazione sospesa.
Augury
Chiedi un segno su un’azione che intendi compiere entro 30 minuti. La risposta indica se si prospettano conseguenze favorevoli, sfavorevoli, entrambe oppure nessuna delle due.
Aura of Courage
La tua presenza dà coraggio agli alleati entro 3 caselle, rendendoli immuni allo stato Spaventato. L’aura è automatica e non richiede azioni.
Aura of Life
Con un’azione crei attorno a te una zona di energia vitale di raggio 3 caselle, che dura 3 round. Gli alleati al suo interno dimezzano i danni necrotici; se iniziano il turno nella zona a 0 punti ferita, ne recuperano 1. Consuma uno slot di grado 4.
Aura of Protection
La tua presenza protegge gli alleati entro 3 caselle: aggiungono il tuo modificatore di Carisma ai tiri salvezza. L’aura è automatica e non richiede azioni.
Aura of Purity
Con un’azione proteggi gli alleati entro 3 caselle da te. Per 3 round dimezzano i danni da veleno, sono immuni allo stato Avvelenato e ottengono +2 a tutti i tiri salvezza. Consuma uno slot di grado 4.
Aura of Vitality
Con un’azione bonus crei attorno a te una zona curativa di raggio 3 caselle, che dura 3 round. Gli alleati al suo interno recuperano 2d6 punti ferita quando la zona compare; gli alleati che vi entrano ricevono la stessa cura. Consuma uno slot di grado 3.
Awaken
Doni intelligenza e parola a una bestia o a una pianta. La creatura risvegliata rimane Affascinata da te per trenta giorni.
Bane
Con un’azione maledici fino a tre nemici entro 6 caselle. Per 5 round sottraggono 1d4 ai tiri per colpire e ai tiri salvezza; un tiro salvezza su Carisma riuscito evita il maleficio. Consuma uno slot di grado 1.
Banishing Smite
Con un’azione bonus prepari una punizione: il prossimo colpo con arma a segno infligge 5d10 danni da forza aggiuntivi. Se dopo i danni il bersaglio ha al massimo un quarto dei suoi punti ferita, diventa anche Incapacitato per 2 round. Consuma uno slot di grado 5.
Banishment
Con un’azione isoli magicamente un nemico entro 6 caselle. Se fallisce un tiro salvezza su Carisma, resta Incapacitato per 2 round. Consuma uno slot di grado 4.
Bardic Inspiration
Con un’azione bonus ispiri un alleato entro 6 caselle. Aggiunge 1d6 al suo prossimo tiro, poi il dado di ispirazione si esaurisce. Puoi usarla tre volte per combattimento.
Barkskin
Con un’azione rendi resistente come corteccia la pelle di un alleato entro 1 casella. Per 3 round, la sua CA non può essere inferiore a 16. Consuma uno slot di grado 2.
Beacon of Hope
Con un’azione infondi speranza agli alleati entro 3 caselle da te. Per 3 round ottengono +5 ai tiri salvezza e recuperano il 50% di punti ferita in più da ogni cura. Consuma uno slot di grado 3.
Beast Sense
Condividi i sensi di una bestia consenziente e puoi vedere e ascoltare attraverso di lei.
Bestow Curse
Con un’azione maledici un nemico entro 1 casella e lo rendi Indebolito per 3 round. Consuma uno slot di grado 3.
Bigby's Hand
Con un’azione bonus comandi una mano magica entro 12 caselle. Pugno Serrato effettua un attacco con la caratteristica principale della tua classe e infligge 4d8 danni da forza. Mano Possente spinge di 4 caselle; Mano Afferrante rende Trattenuto per 3 round. Queste ultime due si evitano con un tiro salvezza su Forza, ripetibile a fine turno per liberarsi dalla stretta. Mano Interposta crea invece una barriera protettiva lunga 3 caselle con mezza copertura. Consuma uno slot di grado 5.
Blade Barrier
Con un’azione crei entro 12 caselle una barriera di lame lunga 8 caselle. Dura 4 round e offre mezza copertura, senza bloccare movimento o visuale. Chi la attraversa subisce 6d10 danni taglienti, dimezzati con un tiro salvezza su Destrezza riuscito. Non può essere distrutta con i danni. Consuma uno slot di grado 6.
Blade Ward
Con un’azione ti proteggi dai colpi fisici. Per 1 round dimezzi i danni contundenti, perforanti e taglienti che subisci. È un trucchetto di grado 0.
Bless
Con un’azione benedici fino a tre alleati entro 6 caselle. Per 5 round aggiungono 1d4 ai tiri per colpire e ai tiri salvezza. Consuma uno slot di grado 1.
Blight
Con un’azione prosciughi le energie di un nemico entro 3 caselle, infliggendo 8d8 danni necrotici. Un tiro salvezza su Costituzione riuscito dimezza i danni. Consuma uno slot di grado 4.
Blinding Smite
Con un’azione bonus prepari un colpo abbagliante contro un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 3d8 danni radianti aggiuntivi e, se il bersaglio fallisce un tiro salvezza su Costituzione, lo rende Accecato per 2 round. Può ripetere il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 3.
Blindness/Deafness
Con un’azione privi un nemico entro 6 caselle della vista oppure dell’udito. Scegli Accecato o Assordato: se fallisce un tiro salvezza su Costituzione, subisce quello stato per 3 round. Può ripetere il tiro alla fine di ogni proprio turno per liberarsene. Consuma uno slot di grado 2.
Blink
Con un’azione rendi intermittente la tua presenza. Per 3 round dimezzi tutti i danni che subisci e gli attacchi contro di te hanno svantaggio. Consuma uno slot di grado 3.
Blur
Con un’azione rendi sfocati e incerti i contorni del tuo corpo. Per 3 round, gli attacchi contro di te hanno svantaggio. Consuma uno slot di grado 2.
Burning Hands
Con un’azione proietti dalle mani un cono di fiamme lungo 2 caselle e ampio 90°. Chi si trova nell’area subisce 3d6 danni da fuoco, dimezzati se supera un tiro salvezza su Destrezza. Consuma uno slot di grado 1.
Call Lightning
Con un’azione richiami un fulmine su un’area di raggio 1 casella, centrata entro 12 caselle da te. Infligge 3d10 danni da fulmine alle creature coinvolte, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 3.
Calm Emotions
Con un’azione diffondi la calma in un’area di raggio 2 caselle, centrata entro 12 caselle da te. Rimuovi gli stati Affascinato e Spaventato dalle creature coinvolte; un tiro salvezza su Carisma riuscito permette di resistere all’effetto. Consuma uno slot di grado 2.
Careful Demolitionist
Sai dove intervenire per far cedere una struttura in modo controllato. Ottieni +2 alle prove per trovarne i punti deboli o pianificare una demolizione.
Chain Lightning
Con un’azione fai balzare una scarica tra un massimo di quattro nemici entro 16 caselle. I bersagli devono essere distinti e distare al massimo 6 caselle l’uno dall’altro. Ciascuno subisce 10d8 danni da fulmine, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 6.
Channel Divinity
Con un’azione diffondi energia divina entro 3 caselle da te. Gli alleati recuperano 2d8 punti ferita più il modificatore della caratteristica principale della tua classe. I nemici subiscono 2d8 danni radianti, dimezzati con un tiro salvezza su Saggezza riuscito. Puoi usarla due volte per combattimento.
Charge
Con un’azione bonus sferri un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 5. Il bersaglio può inoltre essere spinto di 1 casella, a meno che superi un tiro salvezza su Forza. Puoi usarla sei volte per combattimento.
Charge
Con un’azione bonus sferri un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 5. Il bersaglio può inoltre essere spinto di 1 casella, a meno che superi un tiro salvezza su Forza. Puoi usarla sei volte per combattimento.
Charm Person
Con un’azione ammalii un nemico entro 3 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato fino alla fine dello scontro. Consuma uno slot di grado 1.
Chill Touch
Con un’azione scagli una mano spettrale contro un nemico entro 12 caselle. Tira per colpire con la caratteristica principale della tua classe: se lo colpisci, infliggi 1d8 danni necrotici e lo rendi Indebolito, impedendogli di recuperare punti ferita fino alla fine del suo prossimo turno. I danni diventano 2d8 al livello 5, 3d8 al livello 11 e 4d8 al livello 17. È un trucchetto di grado 0.
Chromatic Orb
Con un’azione lanci un globo di energia contro un nemico entro 12 caselle. Scegli se infliggere danni da acido, freddo, fuoco, fulmine, veleno o tuono, poi tira per colpire con la caratteristica principale della tua classe. Se colpisci, infliggi 3d8 danni del tipo scelto. Consuma uno slot di grado 1.
Circle of Death
Con un’azione diffondi energia necrotica in un’area di raggio 6 caselle, centrata entro 15 caselle da te. Le creature coinvolte subiscono 8d6 danni necrotici, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 6.
Circle of Power
Con un’azione infondi potere agli alleati entro 3 caselle da te. Per 3 round ottengono +5 a tutti i tiri salvezza. Consuma uno slot di grado 5.
Clairvoyance
Crei un sensore invisibile in un luogo che conosci. Attraverso di esso puoi scegliere di vedere oppure ascoltare a distanza.
Cleansing Touch
Con un’azione tocchi un alleato entro 1 casella e gli rimuovi tutti gli stati negativi. Puoi usarla tre volte per combattimento.
Clever Pickpocket
Hai mani veloci e discrete. Ottieni +2 alle prove per sottrarre o nascondere piccoli oggetti senza farti notare.
Clone
Fai crescere in un recipiente un duplicato inerte di una creatura. Alla morte dell’originale, la sua anima può trasferirsi nel clone.
Cloudkill
Con un’azione crei una nube velenosa di raggio 2 caselle, centrata entro 12 caselle da te. Dura 3 round e blocca la visuale. Chi vi inizia il turno subisce 5d8 danni da veleno, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 5.
Cloud of Daggers
Con un’azione crei una nube di lame di raggio 1 casella, centrata entro 6 caselle da te. Rimane per 3 round e infligge 4d4 danni taglienti a chi vi entra o vi inizia il turno. Consuma uno slot di grado 2.
Cold Intimidator
Non hai bisogno di alzare la voce per farti temere. Ottieni +2 alle prove di Intimidire quando minacci con calma, senza passare subito alla violenza.
Color Spray
Con un’azione sprigioni un cono di colori abbaglianti lungo 2 caselle e ampio 90°. Le creature nell’area che falliscono un tiro salvezza su Costituzione restano Accecate per 1 round. Consuma uno slot di grado 1.
Combat Wild Shape
Hai imparato ad assumere la tua forma selvatica molto più rapidamente. Il Narratore gestisce i tempi e la trasformazione.
Command
Con un’azione imponi un ordine a un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, subisce l’effetto scelto: Fermo lo rende Incapacitato per 1 turno; A terra lo rende Prono per 1 turno; Avvicinati lo trascina di 3 caselle verso di te; Fuggi lo spinge di 3 caselle lontano da te. Consuma uno slot di grado 1.
Commander's Strike
Con un’azione bonus guidi il colpo di un alleato entro 6 caselle. Ottiene +2 al prossimo tiro per colpire e 1d8 danni aggiuntivi al prossimo colpo a segno. Ogni bonus si esaurisce quando viene usato. Puoi usarla quattro volte per combattimento.
Commune
Contatti la tua divinità e poni tre domande. Per ciascuna ricevi una risposta: sì, no oppure incerto.
Commune with Nature
Ti metti in ascolto della natura e scopri informazioni sul territorio entro 4,8 chilometri. Nelle grotte la portata si riduce a 90 metri.
Compelled Duel
Con un’azione bonus sfidi un nemico entro 3 caselle. Se fallisce un tiro salvezza su Saggezza, diventa Provocato fino alla fine dello scontro. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 1.
Comprehend Languages
Comprendi il significato letterale delle lingue che ascolti e dei testi scritti che tocchi. Leggere richiede comunque tempo: questa magia non decifra messaggi segreti, glifi o codici che non siano una lingua.
Compulsion
Con un’azione bonus influenzi un nemico entro 3 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 4.
Conceal
Nascondi una creatura consenziente o un oggetto, rendendoli invisibili e impossibili da individuare. Restano in animazione sospesa finché non si verifica la condizione stabilita.
Cone of Cold
Con un’azione sprigioni un cono gelido lungo 6 caselle e ampio 90°, a partire da te. Le creature coinvolte subiscono 8d8 danni da freddo, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 5.
Confusion
Con un’azione semini confusione in un’area di raggio 1 casella, centrata entro 9 caselle da te. Chi fallisce un tiro salvezza su Saggezza resta Incapacitato per 3 round; può riprendersi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 4.
Conjure Animals
Con un’azione fai comparire Bestia evocata in una casella visibile entro 6 caselle da te. Ha 24 punti ferita e CA 13. Si muove di 5 caselle. Può usare Frusta di Spine. Può essere attaccato e curato. Rimane per 4 round e scompare se vieni sconfitto. Consuma uno slot di grado 3.
Conjure Barrage
Con un’azione scateni una raffica di colpi in un cono lungo 6 caselle e ampio 90°, a partire da te. Le creature coinvolte subiscono 3d8 danni fisici, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 3.
Conjure Celestial
Con un’azione fai comparire Celestiale evocato in una casella visibile entro 6 caselle da te. Ha 65 punti ferita di base, più 2 per ogni tuo livello, il doppio del tuo bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 17 più il tuo bonus di competenza, fino a un massimo di 30. Si muove di 6 caselle. Può usare Fiamma Sacra e Cura Ferite. Dimezza i danni radianti e necrotici. Può essere attaccato e curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 7.
Conjure Elemental
Con un’azione fai comparire Elementale in una casella visibile entro 6 caselle da te. Ha 50 punti ferita di base, più 2 per ogni tuo livello, il doppio del tuo bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 15 più il tuo bonus di competenza, fino a un massimo di 30. Si muove di 6 caselle. Può usare Dardo di Fuoco. Dimezza i danni da fuoco. Può essere attaccato e curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 5.
Conjure Fey
Con un’azione fai comparire Folletto evocato in una casella visibile entro 6 caselle da te. Ha 42 punti ferita di base, più 2 per ogni tuo livello, il doppio del tuo bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 16 più il tuo bonus di competenza, fino a un massimo di 30. Si muove di 6 caselle. Può usare Beffa Crudele. Dimezza i danni psichici. Può essere attaccato e curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 6.
Conjure Minor Elementals
Con un’azione fai comparire Elementale Minore in una casella visibile entro 6 caselle da te. Ha 20 punti ferita e CA 13. Si muove di 5 caselle. Può usare Raggio di Gelo. Dimezza i danni da freddo. Può essere attaccato e curato. Rimane per 4 round e scompare se vieni sconfitto. Consuma uno slot di grado 4.
Conjure Volley
Con un’azione fai piovere armi su un’area di raggio 4 caselle, centrata entro 15 caselle da te. Le creature coinvolte subiscono 8d8 danni fisici, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 5.
Conjure Woodland Beings
Con un’azione fai comparire Creatura Boschiva in una casella visibile entro 6 caselle da te. Ha 22 punti ferita e CA 14. Si muove di 5 caselle. Può usare Beffa Crudele. Può essere attaccato e curato. Rimane per 4 round e scompare se vieni sconfitto. Consuma uno slot di grado 4.
Contact Other Plane
Contatti mentalmente un’entità di un altro piano e puoi porle cinque domande. Il contatto è rischioso: se fallisci il tiro salvezza, subisci danni e perdi la lucidità.
Contagion
Con un’azione trasmetti un’infezione a un nemico entro 1 casella. Se fallisce un tiro salvezza su Costituzione, resta Avvelenato per 3 round. Consuma uno slot di grado 5.
Contingency
Prepari un incantesimo rivolto a te stesso, di grado non superiore a 5 e che richieda un’azione. Si attiverà da solo quando si verifica una condizione che hai stabilito.
Continual Flame
Fai apparire su un oggetto una fiamma magica che illumina senza scottare e senza consumare ossigeno.
Control Water
Con un’azione comandi l’acqua in un’area di raggio 3 caselle, centrata entro 12 caselle da te. Scegli Alluvione per rendere Prone le creature per 1 turno e spingerle di 3 caselle, oppure Vortice per infliggere 4d8 danni contundenti e trascinarle di 3 caselle verso il centro. Un tiro salvezza su Forza riuscito evita lo spostamento e la caduta e dimezza i danni del Vortice. Consuma uno slot di grado 4.
Control Weather
Modifichi precipitazioni, temperatura e vento entro 8 chilometri. Il cambiamento richiede da 10 a 40 minuti: tira 1d4 per sapere quante decine di minuti servono.
Cordon of Arrows
Con un’azione sorvegli con frecce magiche un’area di raggio 2 caselle, centrata entro 6 caselle da te. Fino alla fine dello scontro, chi entra subisce 1d6 danni perforanti, evitabili con un tiro salvezza su Destrezza. Le frecce possono scattare al massimo quattro volte per combattimento. Consuma uno slot di grado 2.
Countercharm
Con un’azione rinforzi la volontà degli alleati entro 3 caselle da te. Ottengono +5 a tutti i tiri salvezza per 1 round. Puoi usarla sei volte per combattimento.
Counterspell
Quando stai per subire danni, puoi usare la tua reazione per annullare completamente quel singolo danno, qualunque sia la fonte. Non blocchi gli altri effetti della capacità e non interrompi l’azione del nemico. Consuma uno slot di grado 3.
Create Food and Water
Crei cibo e acqua sufficienti a nutrire fino a quindici persone oppure cinque cavalcature per 24 ore.
Create Undead
Con un’azione bonus fai comparire Non morto superiore in una casella visibile entro 3 caselle da te. Ha 55 punti ferita di base, più 2 per ogni tuo livello, il doppio del tuo bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 15 più il tuo bonus di competenza, fino a un massimo di 30. Si muove di 4 caselle. Può usare Tocco Gelido. Dimezza i danni necrotici. È immune ai danni da veleno. Può essere attaccato ma non curato. Rimane per 5 round e scompare se vieni sconfitto. Consuma uno slot di grado 6.
Creation
Dai forma alle ombre del Piano delle Ombre e ne ricavi un oggetto non magico, fatto di materia vegetale o minerale.
Crown of Madness
Con un’azione confondi la mente di un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 2.
Crusader's Mantle
Con un’azione potenzi i colpi degli alleati entro 3 caselle da te. Per 3 round, ogni loro colpo a segno infligge 1d4 danni radianti aggiuntivi. Consuma uno slot di grado 3.
Cunning Action
Con un’azione bonus prepari una manovra agile. Fino alla fine dello scontro puoi usare Scatto e Disimpegno come azioni bonus. Puoi attivarla sei volte per combattimento.
Cure Wounds
Con un’azione curi un alleato entro 1 casella. Recupera 1d8 punti ferita più il modificatore della caratteristica principale della tua classe. Consuma uno slot di grado 1.
Dancing Lights
Crei fino a quattro piccole luci e le muovi a distanza. Puoi tenerle separate oppure riunirle per formare una vaga figura luminosa.
Darkness
Con un’azione crei un’area di buio magico di raggio 1,5 caselle, centrata entro 6 caselle da te. Per 5 round blocca la visuale e rende Accecato chi si trova al suo interno, finché non ne esce. Consuma uno slot di grado 2.
Darkvision
Doni a una creatura la capacità di vedere al buio fino a 18 metri.
Daylight
Con un’azione fai esplodere una luce intensa in un’area di raggio 4 caselle, centrata entro 12 caselle da te. Tutte le creature coinvolte perdono subito gli stati Invisibile e Nascosto. Consuma uno slot di grado 3.
Deadly
Con un’azione evochi incubi in un’area di raggio 3 caselle, centrata entro 12 caselle da te. Chi fallisce un tiro salvezza su Saggezza subisce 4d10 danni psichici ed è Spaventato per 3 round. Per 3 round i bersagli possono subire altri 4d10 danni psichici alla fine del proprio turno; un tiro salvezza su Saggezza riuscito evita il danno ripetuto e può interromperlo. Consuma uno slot di grado 9.
Death Ward
Con un’azione proteggi un alleato entro 1 casella fino alla fine dello scontro. La prima volta che dovrebbe scendere a 0 punti ferita, la protezione lo salva; poi si esaurisce. Consuma uno slot di grado 4.
Deflect Missiles
Con un’azione prepari una deviazione. La protezione riduce un danno in arrivo di 1d10, più il tuo modificatore di Destrezza e il tuo livello, senza portarlo sotto zero. Puoi usarla sei volte per combattimento.
Delayed Blast Fireball
Con un’azione prepari un’area infuocata di raggio 2 caselle, centrata entro 15 caselle da te. Dura 3 round: chi vi termina il turno subisce 4d6 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 7.
Demiplane
Fai apparire una porta su una superficie piana. Conduce a una stanza vuota di 9 metri per lato, nascosta in un altro piano di esistenza.
Demoralizing Smite
Con un’azione bonus prepari un colpo demoralizzante contro un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 4d6 danni psichici aggiuntivi; se il bersaglio fallisce un tiro salvezza su Saggezza, ottiene anche Svantaggio per 1 turno. Consuma uno slot di grado 4.
Destructive Wave
Con un’azione scateni un’onda contro tutte le creature entro 3 caselle da te. Infliggi 5d6 danni da tuono e 5d6 danni radianti e rendi i bersagli Proni per 1 turno. Un tiro salvezza su Costituzione riuscito dimezza i danni ed evita la caduta. Consuma uno slot di grado 5.
Detect Evil and Good
Percepisci la presenza e la posizione di aberrazioni, celestiali, elementali, folletti, immondi e non morti entro 9 metri da te.
Detect Magic
Avverti la magia entro 9 metri da te. Osservandola, puoi riconoscerne l’aura e la scuola a cui appartiene.
Detect Poison and Disease
Percepisci veleni, creature velenose e malattie entro 9 metri da te, riconoscendone la presenza e la natura.
Detect Thoughts
Leggi i pensieri superficiali di qualcuno. Puoi provare a scavare più a fondo, ma in quel caso la persona si accorge che stai sondando la sua mente.
Diamond Soul
La tua disciplina rafforza ogni difesa: aggiungi il tuo bonus di competenza a tutti i tiri salvezza. L’effetto è automatico.
Dimension Door
Con un’azione attraversi un varco magico e riappari in una casella valida entro 16 caselle da te. Consuma uno slot di grado 4.
Disarming Attack
Con un’azione effettui un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 1d8 danni fisici. Questa versione non fa perdere l’arma al bersaglio. Puoi usarla quattro volte per combattimento.
Disciple of Life
Le tue cure sono più efficaci: ogni volta che curi qualcuno in combattimento, gli fai recuperare 2 punti ferita aggiuntivi. Non richiede azioni extra.
Disguise Self
Cambi il tuo aspetto e quello di abiti ed equipaggiamento con un’illusione, senza alterare davvero la forma del tuo corpo. Un esame attento o il contatto fisico possono svelare il travestimento.
Disintegrate
Con un’azione scagli un raggio distruttivo contro un nemico entro 6 caselle. Infliggi 10d6 + 40 danni da forza, oppure nessuno se supera un tiro salvezza su Destrezza. Consuma uno slot di grado 6.
Dispel Evil and Good
Con un’azione liberi un alleato entro 1 casella da tutti gli stati negativi, compresi Affascinato e Spaventato. Consuma uno slot di grado 5.
Dispel Magic
Con un’azione ripulisci una creatura entro 12 caselle da te da tutti gli stati che la influenzano, sia favorevoli sia sfavorevoli. Consuma uno slot di grado 3.
Dissonant Whispers
Con un’azione riempi la mente di un nemico entro 6 caselle di sussurri dolorosi. Infliggi 3d6 danni psichici, dimezzati se supera un tiro salvezza su Saggezza. Consuma uno slot di grado 1.
Divination
Chiedi a una divinità un presagio su un’azione prevista entro sette giorni. La risposta è veritiera, anche se può arrivare sotto forma di segno o indizio.
Divine Favor
Con un’azione bonus richiami il favore divino sui tuoi colpi. Fino alla fine dello scontro, ogni volta che colpisci infliggi 1d4 danni radianti aggiuntivi. Consuma uno slot di grado 1.
Divine Health
La tua protezione divina ti rende immune allo stato Avvelenato. Il beneficio è automatico; da solo non annulla i danni da veleno.
Divine Intervention
Implori l’aiuto della tua divinità. Il Narratore decide come si manifesta l’intervento, spesso attraverso un effetto simile a un incantesimo da chierico.
Divine Sense
Apri i tuoi sensi alla presenza di celestiali, immondi e non morti entro 18 metri, purché non siano dietro copertura totale. Riconosci anche luoghi e oggetti consacrati.
Divine Smite
Con un’azione prepari una punizione divina. Il tuo prossimo colpo a segno infligge 2d8 danni radianti aggiuntivi, poi il beneficio si esaurisce. Puoi usarla due volte per combattimento.
Divine Word
Con un’azione pronunci una parola di potere contro le creature entro 3 caselle da te. Chi fallisce un tiro salvezza su Carisma resta Stordito per 1 turno. Consuma uno slot di grado 7.
Dominate Beast
Con un’azione pieghi la volontà di un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round e può ripetere il tiro alla fine di ogni proprio turno. L’effetto termina se vieni sconfitto. Consuma uno slot di grado 4.
Dominate Monster
Con un’azione soggioghi un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round. Può ripetere il tiro alla fine di ogni proprio turno; l’effetto termina anche se vieni sconfitto. Consuma uno slot di grado 8.
Dominate Person
Con un’azione cerchi di piegare la volontà di un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round. Può ripetere il tiro alla fine di ogni proprio turno; l’effetto termina anche se vieni sconfitto. Consuma uno slot di grado 5.
Draconic Resilience
La tua eredità draconica ti rende più resistente: ottieni 1 punto ferita massimo aggiuntivo per livello. Inoltre, senza armatura né scudo, puoi usare una CA di base pari a 13 più il modificatore di Destrezza. Il beneficio è automatico.
Dragon Wings
Con un’azione bonus dispieghi ali draconiche. Fino alla fine dello scontro ottieni lo stato In Volo e 3 caselle di movimento in più. Puoi usarla sei volte per combattimento.
Drawmij's Instant Summons
Marchi un oggetto che pesa al massimo 4,5 chilogrammi e lo leghi a uno zaffiro. Quando schiacci quella gemma, l’oggetto compare subito nella tua mano.
Dream
Con un’azione tormenti un nemico entro 16 caselle con un incubo. Infliggi 3d6 danni psichici e lo rendi Spaventato per 2 round. Un tiro salvezza su Saggezza riuscito dimezza i danni ed evita la paura. Consuma uno slot di grado 5.
Duplicate
Con un’azione prepari una difesa pronta a scattare: prima di subire danni ottieni +2 alla CA per 1 turno. Questa capacità non effettua un contrattacco. Puoi usarla quattro volte per combattimento.
Earthquake
Con un’azione scuoti un’area di raggio 6 caselle, centrata entro 16 caselle da te. Per 3 round è terreno difficile. Chi vi inizia il turno subisce 3d6 danni contundenti e cade Prono per 1 turno; un tiro salvezza su Destrezza riuscito dimezza i danni ed evita la caduta. Consuma uno slot di grado 8.
Eldritch Blast
Con un’azione lanci un raggio contro un nemico entro 12 caselle. Tira per colpire con la caratteristica principale della tua classe: ogni raggio a segno infligge 1d10 danni da forza. Lanci due raggi dal livello 5, tre dal livello 11 e quattro dal livello 17, con un tiro separato per ciascuno; puoi distribuirli tra nemici diversi. È un trucchetto di grado 0.
Elusive
Sei difficile da cogliere impreparato: gli attacchi contro di te hanno sempre svantaggio. Non richiede azioni.
Encouragement
Con un’azione bonus dai coraggio ai bersagli in un’area di raggio 1 casella, centrata entro 16 caselle da te. Ognuno ottiene 1d8 punti ferita temporanei più il tuo modificatore di Carisma, fino alla fine dello scontro. Puoi usarla quattro volte per combattimento.
Enhance Ability
Con un’azione rafforzi un alleato entro 1 casella. Fino alla fine dello scontro ottiene +2 ai tiri per colpire e a tutti i tiri salvezza. Consuma uno slot di grado 2.
Enlarge/Reduce
Cambi le dimensioni di una creatura o di un oggetto, scegliendo se ingrandirlo o rimpicciolirlo. Il Narratore gestisce le conseguenze della trasformazione.
Ensnaring Strike
Con un’azione bonus prepari un colpo che intrappola un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 1d6 danni perforanti aggiuntivi e, se il bersaglio fallisce un tiro salvezza su Forza, lo rende Trattenuto per 2 round. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 1.
Entangle
Con un’azione fai crescere radici e rampicanti in un’area di raggio 1 casella, centrata entro 9 caselle da te. Per 3 round l’area è terreno difficile. Chi vi si trova quando compare deve superare un tiro salvezza su Forza o restare Trattenuto finché la zona dura; può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 1.
Enthrall
Con un’azione catturi l’attenzione dei nemici entro 6 caselle da te. Chi fallisce un tiro salvezza su Saggezza ottiene Svantaggio per 3 round. Consuma uno slot di grado 2.
Etherealness
Entri ai confini del Piano Etereo. Puoi muoverti in ogni direzione e attraversare gli oggetti del Piano Materiale.
Evard's Black Tentacles
Con un’azione fai emergere tentacoli in un’area di raggio 1 casella, centrata entro 9 caselle da te. Per 3 round è terreno difficile e infligge 3d6 danni contundenti a chi vi inizia il turno. Chi vi si trova quando compare deve superare un tiro salvezza su Destrezza o restare Trattenuto finché la zona dura; può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 4.
Evasion
La tua agilità ti protegge dagli elementi: dimezzi automaticamente i danni da fuoco, freddo, fulmine, acido e veleno.
Exceptional Training
Sai coordinarti con il tuo compagno animale: gli impartisci indicazioni per compiere manovre tattiche mentre agisci. Il Narratore gestisce la collaborazione.
Expeditious Retreat
Con un’azione bonus rendi più rapidi i tuoi spostamenti. Fino alla fine dello scontro puoi usare Scatto come azione bonus. Consuma uno slot di grado 1.
Expert Burglar
Le serrature hanno pochi segreti per te: con gli strumenti adatti, ottieni +2 alle prove per aprirle.
Expert Climber
Affronti le pareti con sicurezza. Ottieni +2 alle prove per arrampicarti quando hai appigli o strumenti adatti.
Expert Forger
Conosci i trucchi di chi falsifica documenti. Ottieni +2 alle prove per creare o riconoscere documenti, firme, sigilli e autorizzazioni false.
Expert Swimmer
Ti senti a tuo agio in acqua. Ottieni +2 alle prove per nuotare, attraversare correnti o restare a galla.
Extra Attack
Quando usi l’azione di attacco, puoi effettuare un attacco in più. Il beneficio è automatico.
Extra Attack (11th level)
Quando usi l’azione di attacco, puoi effettuare due attacchi in più. Il beneficio è automatico e diventa disponibile dal livello 11.
Extra Attack (20th level)
Quando usi l’azione di attacco, puoi effettuare tre attacchi in più. Il beneficio è automatico e diventa disponibile dal livello 20.
Eye for Detail
Noti ciò che agli altri sfugge. Ottieni +2 alle prove per individuare piccoli dettagli, anomalie ed elementi fuori posto.
Fabricate
Trasformi materie prime in oggetti finiti, come alberi in un ponte o lino in vestiti. Puoi lavorare un volume entro un cubo di 3 metri per lato; per metallo e pietra, il limite indicato è di otto cubi di 1,5 metri per lato.
Faerie Fire
Con un’azione rivesti di luce le creature in un’area di raggio 2 caselle, centrata entro 12 caselle da te. Chi fallisce un tiro salvezza su Destrezza perde l’Invisibilità e per 3 round non può tornare Invisibile; gli attacchi contro di lui hanno vantaggio. Consuma uno slot di grado 1.
False Life
Con un’azione attingi a un’energia innaturale e ottieni 1d4 + 4 punti ferita temporanei, che durano fino alla fine dello scontro. Consuma uno slot di grado 1.
Fast Step
Con un’azione rendi più rapido un alleato entro 1 casella. Il suo movimento aumenta di 1 casella fino alla fine dello scontro. Consuma uno slot di grado 1.
Fear
Con un’azione proietti un terrore irresistibile in un cono lungo 3 caselle e ampio 90°, a partire da te. Chi fallisce un tiro salvezza su Saggezza resta Spaventato per 3 round. Consuma uno slot di grado 3.
Feather Fall
Rallenti la caduta di un massimo di cinque creature: scendono di 18 metri per round e atterrano senza subire danni da caduta.
Feeblemind
Con un’azione sconvolgi la mente di un nemico entro 15 caselle. Infliggi 4d6 danni psichici, dimezzati con un tiro salvezza su Intelligenza riuscito, e applichi lo stato Indebolito. Consuma uno slot di grado 8.
Feign Death
Con un’azione induci una morte apparente in un alleato entro 1 casella. Per 3 round è Incapacitato, perde 20 caselle di movimento, è immune allo stato Avvelenato e dimezza tutti i danni tranne quelli psichici. Consuma uno slot di grado 3.
Feinting Attack
Con un’azione bonus inganni l’avversario con una finta. Ottieni +5 al prossimo tiro per colpire e 1d8 danni fisici aggiuntivi al prossimo colpo a segno. Ogni bonus si esaurisce quando viene usato. Puoi usarla quattro volte per combattimento.
Fighting Style: Defense
Il tuo addestramento difensivo ti dà +1 alla CA. Il bonus è automatico e non richiede azioni.
Find Familiar
Con un’azione fai comparire Famiglio in una casella visibile entro 6 caselle da te. Ha 4 punti ferita e CA 12. Si muove di 6 caselle. Può essere attaccato e curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 1.
Find Steed
Con un’azione fai comparire Cavalcatura evocata in una casella visibile entro 3 caselle da te. Ha 18 punti ferita e CA 12. Si muove di 8 caselle. Può usare Dardo di Fuoco. Può essere attaccato e curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 2.
Find the Path
Trovi la via più breve e diretta verso un luogo che conosci, purché si trovi sul tuo stesso piano di esistenza.
Find Traps
Avverti se ci sono trappole entro 36 metri e ne comprendi la natura generale, senza conoscere necessariamente la posizione esatta.
Finger of Death
Con un’azione indichi un nemico entro 6 caselle e lo investi di energia letale. Infliggi 7d8 + 30 danni necrotici, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 7.
Fireball
Con un’azione fai esplodere una palla di fuoco in un’area di raggio 2 caselle, centrata entro 15 caselle da te. Le creature coinvolte subiscono 8d6 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 3.
Fire Bolt
Con un’azione scagli una fiamma contro un nemico entro 12 caselle. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 1d10 danni da fuoco. I danni diventano 2d10 al livello 5, 3d10 al livello 11 e 4d10 al livello 17. È un trucchetto di grado 0.
Fire Shield
Con un’azione ti avvolgi in uno scudo elementale per 3 round. Lo Scudo caldo dimezza i danni da freddo e infligge 2d8 danni da fuoco a ogni fonte che ti danneggia; lo Scudo freddo dimezza i danni da fuoco e risponde con 2d8 danni da freddo. Consuma uno slot di grado 4.
Fire Storm
Con un’azione scateni fiamme in un’area di raggio 1 casella, centrata entro 15 caselle da te. Le creature coinvolte subiscono 7d10 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 7.
Flame Blade
Con un’azione bonus sferri un colpo di fiamma contro un nemico entro 1 casella. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 3d6 danni da fuoco. Consuma uno slot di grado 2.
Flame Strike
Con un’azione richiami una colonna di fuoco su un’area di raggio 1 casella, centrata entro 6 caselle da te. Le creature coinvolte subiscono 4d6 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 5.
Flaming Sphere
Con un’azione bonus crei una sfera di fiamme di raggio 1 casella, centrata entro 6 caselle da te. Rimane per 3 round: chi termina il turno al suo interno subisce 2d6 danni da fuoco, dimezzati se supera un tiro salvezza su Destrezza. Consuma uno slot di grado 2.
Flesh to Stone
Con un’azione trasformi in pietra un nemico entro 6 caselle. Se fallisce un tiro salvezza su Costituzione, resta Pietrificato per 5 round. Consuma uno slot di grado 6.
Flurry of Blows
Con un’azione bonus sferri una rapida combinazione a mani nude contro un nemico entro 1 casella. Non devi avere armi equipaggiate. Effettui un solo tiro per colpire con la caratteristica principale della tua classe: se riesce, infliggi complessivamente 2d4 danni fisici. Puoi usarla quattro volte per combattimento.
Fly
Con un’azione dai a un alleato entro 1 casella la capacità di volare. Per 5 round ottiene lo stato In Volo e 6 caselle di movimento in più. Consuma uno slot di grado 3.
Fog Cloud
Con un’azione crei una nube di raggio 2 caselle, centrata entro 12 caselle da te. Per 5 round la nebbia blocca la visuale; chi si trova al suo interno è Accecato finché non ne esce. Consuma uno slot di grado 1.
Forbiddance
Proteggi un’area fino a 3.700 metri quadrati dal teletrasporto e la rendi pericolosa per celestiali, elementali, folletti, immondi o non morti. Il Narratore gestisce gli effetti della protezione.
Forcecage
Con un’azione crei entro 12 caselle una barriera di forza lunga 6 caselle. Per 4 round impedisce il passaggio e offre copertura totale, pur lasciando vedere attraverso di sé. Non può essere distrutta con i danni. Consuma uno slot di grado 7.
Foresight
Con un’azione mostri a un alleato entro 1 casella brevi scorci del futuro. Fino alla fine dello scontro ottiene +5 ai tiri per colpire, ai tiri salvezza e alle prove; gli attacchi contro di lui hanno svantaggio. Consuma uno slot di grado 9.
Freedom of Movement
Con un’azione liberi i movimenti di un alleato entro 1 casella. Fino alla fine dello scontro ottiene 1 casella di movimento in più ed è immune agli stati Afferrato, Trattenuto e Rallentato. Consuma uno slot di grado 4.
Frenzy
Con un’azione bonus aumenti il ritmo dei tuoi colpi e ottieni un attacco aggiuntivo fino alla fine del tuo turno. Puoi usarla sei volte per combattimento.
Friends
Con un piccolo incanto rendi una creatura non ostile più disponibile nei tuoi confronti. Hai vantaggio alle prove di Carisma rivolte a lei, ma quando l’effetto termina la creatura capisce di essere stata influenzata e diventa ostile.
Friend to Animals
Sai avvicinarti agli animali senza allarmarli. Ottieni +2 alle prove per avvicinare, tranquillizzare o guidare animali non ostili.
Gaseous Form
Trasformi una creatura in una nube di foschia, capace di fluttuare e più resistente ai danni. Il Narratore gestisce gli spostamenti e gli effetti della forma gassosa.
Gate
Apri un passaggio tra il tuo piano e un altro. Pronunciando il nome di una creatura precisa, puoi richiamarla attraverso il portale.
Geas
Con un’azione imponi un vincolo mentale a un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato fino alla fine dello scontro. L’abilità infligge inoltre 2d6 danni psichici alla fine dei turni del bersaglio, fino al termine del combattimento. Consuma uno slot di grado 5.
Giant Insect
Con un’azione fai comparire Insetto Gigante in una casella visibile entro 3 caselle da te. Ha 30 punti ferita e CA 14. Si muove di 5 caselle. Può usare Fiotto Acido. Può essere attaccato e curato. Rimane per 4 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 4.
Glibness
Con un’azione rendi le tue parole sicure e persuasive. Fino alla fine dello scontro, nelle prove di Carisma un risultato del dado inferiore a 15 viene considerato 15, prima di aggiungere i modificatori. Consuma uno slot di grado 8.
Globe of Invulnerability
Con un’azione crei un globo protettivo di raggio 1 casella, centrato entro 1 casella da te. Dura 3 round: chi si trova al suo interno dimezza tutti i danni finché vi rimane. Consuma uno slot di grado 6.
Glyph of Warding
Con un’azione prepari una trappola magica in un’area di raggio 1,5 caselle, centrata entro 6 caselle da te. Scegli fuoco, freddo, fulmine, acido o tuono: chi entra può subire 5d8 danni di quel tipo, dimezzati con un tiro salvezza su Destrezza riuscito. Il glifo dura fino alla fine dello scontro e può scattare una sola volta per combattimento. Consuma uno slot di grado 3.
Goading Attack
Con un’azione effettui un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 1d8 danni fisici. Il bersaglio deve anche superare un tiro salvezza su Saggezza o restare Provocato per 1 round. Puoi usarla quattro volte per combattimento.
Goodberry
Con un’azione offri il potere curativo delle tue bacche a un alleato entro 1 casella, facendogli recuperare 1d4 + 4 punti ferita. Consuma uno slot di grado 1.
Grasping Vine
Con un’azione bonus lanci un rampicante verso un nemico entro 3 caselle. Lo trascini di 2 caselle verso di te, a meno che superi un tiro salvezza su Destrezza. Consuma uno slot di grado 4.
Grease
Con un’azione rendi scivolosa un’area di raggio 1 casella, centrata entro 6 caselle da te. Per 3 round l’area è terreno difficile. Chi vi si trova quando compare, vi entra o vi termina il turno deve superare un tiro salvezza su Destrezza o cadere Prono. Consuma uno slot di grado 1.
Greater Invisibility
Con un’azione rendi Invisibile un alleato entro 1 casella per 3 round. Consuma uno slot di grado 4.
Greater Restoration
Con un’azione rimuovi tutti gli stati negativi da un alleato entro 1 casella. Consuma uno slot di grado 5.
Guardian of Faith
Con un’azione fai comparire Guardiano della Fede in una casella visibile entro 6 caselle da te. Ha 60 punti ferita e CA 15. Non può spostarsi. Può usare Fiamma Sacra. Dimezza i danni radianti. Può essere attaccato ma non curato. Rimane per 4 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 4.
Guidance
Con un’azione aiuti un alleato entro 1 casella. Alla prossima prova che effettua, l’alleato aggiunge 1d4 al risultato; poi l’effetto termina. È un trucchetto di grado 0.
Guiding Bolt
Con un’azione scagli un dardo di luce contro un nemico entro 12 caselle. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 4d6 danni radianti e, per 1 round, gli attacchi contro il bersaglio hanno vantaggio. Consuma uno slot di grado 1.
Gust of Wind
Con un’azione bonus scateni una raffica lunga 6 caselle e larga 1, a partire da te. Le creature investite vengono spinte di 3 caselle, a meno che superino un tiro salvezza su Forza. Consuma uno slot di grado 2.
Hail of Thorns
Con un’azione bonus prepari una raffica di spine: il tuo prossimo colpo con arma a segno infligge 1d10 danni perforanti aggiuntivi. Il beneficio si esaurisce con quel colpo. Consuma uno slot di grado 1.
Hallow
Con un’azione consacri un’area di raggio 4 caselle, centrata entro 12 caselle da te, fino alla fine dello scontro. Scegli il suo effetto: Coraggio protegge gli alleati dalla paura; Protezione mentale li protegge da Affascinato; Resistenza al fuoco dimezza i loro danni da fuoco; Vulnerabilità radiante raddoppia i danni radianti subiti dai nemici. Il beneficio o la penalità vale mentre si rimane nella zona. Consuma uno slot di grado 5.
Hallucinatory Terrain
Cambi l’aspetto, i suoni e gli odori di un’ampia area naturale per farla sembrare un altro tipo di terreno. Strutture e creature possono essere mascherate, ma non vengono trasformate davvero.
Harm
Con un’azione investi un nemico entro 6 caselle di energia necrotica, infliggendo 14d6 danni necrotici. Un tiro salvezza su Costituzione riuscito dimezza i danni. Consuma uno slot di grado 6.
Haste
Con un’azione acceleri un alleato entro 3 caselle. Per 3 round ottiene +2 alla CA, 3 caselle di movimento in più, un attacco aggiuntivo e la possibilità di usare Scatto come azione bonus. Consuma uno slot di grado 3.
Heal
Con un’azione curi un alleato entro 6 caselle, facendogli recuperare 70 punti ferita. Consuma uno slot di grado 6.
Healing Word
Con un’azione bonus pronunci una parola di conforto e curi un alleato entro 6 caselle. Recupera 1d4 punti ferita più il modificatore della caratteristica principale della tua classe. Consuma uno slot di grado 1.
Heat Metal
Con un’azione bonus arroventi il metallo vicino a un nemico entro 12 caselle. Subisce subito 2d8 danni da fuoco e altri 2d8 all’inizio di ogni suo turno per 3 round; per la stessa durata ottiene Svantaggio. I danni ripetuti terminano se tu o il bersaglio venite sconfitti. Consuma uno slot di grado 2.
Hellish Rebuke
Quando subisci danni, puoi usare la tua reazione per avvolgere nelle fiamme chi li ha inflitti. La fonte del danno subisce subito 2d10 danni da fuoco, senza tiro salvezza. Consuma uno slot di grado 1.
Helmsman
Sai tenere la rotta anche quando l’acqua si fa difficile. Ottieni +2 alle prove per governare piccole imbarcazioni, leggere le correnti e affrontare una navigazione impegnativa.
Herald
Sai leggere l’identità dietro un simbolo. Ottieni +2 alle prove per riconoscere stemmi, casate, uniformi, insegne militari e simboli politici.
Herbalist
Conosci i doni e i pericoli del mondo vegetale. Ottieni +2 alle prove per riconoscere piante, erbe medicinali, funghi e sostanze naturali.
Heroes' Feast
Evochi un banchetto per dodici persone. Chi ne beneficia viene curato da malattie e veleni, ottiene protezione da paura e veleno, vantaggio ai tiri salvezza su Saggezza e punti ferita aggiuntivi. Il Narratore gestisce i benefici del pasto.
Heroism
Con un’azione infondi coraggio a un alleato entro 1 casella. Per 3 round è immune alla paura e, all’inizio di ogni suo turno, riceve punti ferita temporanei pari al modificatore della caratteristica principale della tua classe. Consuma uno slot di grado 1.
Hex
Con un’azione bonus maledici un nemico entro 9 caselle. Per 3 round, ogni tuo colpo a segno contro quel nemico infligge 1d6 danni necrotici aggiuntivi. Consuma uno slot di grado 1.
Hide in Plain Sight
Con un’azione ti confondi con l’ambiente e ottieni lo stato Nascosto fino alla fine dello scontro, salvo le normali condizioni che ti fanno scoprire. Puoi usarla sei volte per combattimento.
History Scholar
Hai una buona memoria per il passato. Ottieni +2 alle prove su eventi storici, dinastie, guerre, regni e personaggi di altre epoche.
Hold Monster
Con un’azione immobilizzi un nemico entro 9 caselle. Se fallisce un tiro salvezza su Saggezza, resta Paralizzato per 2 round. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 5.
Hold Person
Con un’azione cerchi di paralizzare un nemico entro 6 caselle. Se fallisce un tiro salvezza su Saggezza, resta Paralizzato per 2 round. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 2.
Holy Aura
Con un’azione proteggi gli alleati entro 3 caselle da te. Per 3 round ottengono +5 a tutti i tiri salvezza e gli attacchi contro di loro hanno svantaggio. Consuma uno slot di grado 8.
Human Bloodhound
Sai ricostruire il percorso di una persona tra case e strade. Ottieni +2 alle prove per seguirla usando impronte, testimonianze e altre tracce in ambienti abitati.
Hunger of Hadar
Con un’azione apri una zona di oscurità di raggio 2 caselle, centrata entro 15 caselle da te. Per 3 round è terreno difficile, blocca la visuale e rende Accecato chi è all’interno. Chi vi inizia il turno subisce 2d6 danni da freddo; chi vi termina il turno subisce 2d6 danni da acido, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 3.
Hunter's Mark
Con un’azione bonus scegli la tua preda tra i nemici entro 9 caselle. Per 3 round, ogni tuo colpo a segno contro quel nemico infligge 1d6 danni fisici aggiuntivi. Consuma uno slot di grado 1.
Hypnotic Pattern
Con un’azione intrecci colori ipnotici in un’area di raggio 1,5 caselle, centrata entro 12 caselle da te. Chi fallisce un tiro salvezza su Saggezza resta Incapacitato per 2 round. Consuma uno slot di grado 3.
Ice Storm
Con un’azione fai cadere una grandinata in un’area di raggio 2 caselle, centrata entro 16 caselle da te. Le creature coinvolte subiscono 2d8 più 4d6 danni contundenti, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 4.
Identify
Esamini un oggetto magico o una creatura per scoprirne le proprietà soprannaturali. Puoi capire come usare un oggetto, se richiede sintonia, quante cariche gli restano e quali incantesimi lo influenzano.
Illusory Script
Nascondi un messaggio dietro un’illusione. Le persone che scegli leggono il testo autentico; agli altri appaiono segni incomprensibili oppure un messaggio falso.
Imprisonment
Con un’azione imprigioni un nemico entro 6 caselle, scegliendo lo stato da infliggere: Catene lo rende Trattenuto, Sonno lo Addormenta, Prigione pietrificata lo Pietrifica e Contenimento lo rende Incapacitato. Un tiro salvezza su Saggezza riuscito evita l’effetto, che altrimenti dura fino alla fine dello scontro. Con Catene e Sonno il bersaglio può ripetere il tiro alla fine di ogni proprio turno per liberarsi. Consuma uno slot di grado 9.
Improved Divine Smite
Il potere divino accompagna ogni tuo colpo: quando colpisci, infliggi 1d8 danni radianti aggiuntivi. Il beneficio è automatico e non richiede azioni.
Incendiary Cloud
Con un’azione crei una nube ardente di raggio 2 caselle, centrata entro 15 caselle da te. Dura 3 round e blocca la visuale. Chi vi inizia il turno subisce 10d8 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 8.
Indomitable Might
La tua forza sostiene ogni attacco: aggiungi il modificatore di Forza ai tiri per colpire come bonus aggiuntivo. L’effetto è automatico.
Inflict Wounds
Con un’azione scarichi energia necrotica su un nemico entro 1 casella. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 3d10 danni necrotici. Consuma uno slot di grado 1.
Ingenious Mechanic
Capisci come funzionano i congegni. Ottieni +2 alle prove per comprenderli, ripararli o sabotarli.
Insect Plague
Con un’azione richiami uno sciame in un’area di raggio 2 caselle, centrata entro 16 caselle da te. Per 3 round è terreno difficile e blocca la visuale. Chi vi inizia il turno subisce 4d10 danni perforanti, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 5.
Invisibility
Con un’azione rendi Invisibile un alleato entro 1 casella, fino alla fine dello scontro. L’effetto termina prima se chi ha lanciato l’incanto attacca, usa una capacità o viene sconfitto. Consuma uno slot di grado 2.
Jack of All Trades
Sai cavartela in ogni situazione: ottieni automaticamente +1 ai tiri per colpire.
Jump
Con un’azione rendi più ampi e sicuri i balzi di un alleato entro 1 casella. Il suo movimento aumenta di 2 caselle per 3 round. Consuma uno slot di grado 1.
Keen Listener
Il tuo orecchio coglie i suoni più discreti. Ottieni +2 alle prove basate sull’udito, come origliare o riconoscere rumori insoliti.
Knock
Apri magicamente un oggetto chiuso a chiave o bloccato. L’apertura produce un forte rumore, quindi non passa inosservata.
Lay on Hands
Con un’azione curi un alleato entro 1 casella e gli fai recuperare 5 punti ferita per ogni tuo livello. Puoi usarla tre volte per combattimento.
Legend Lore
Richiami antiche conoscenze su una persona, un luogo o un oggetto leggendario. Le risposte possono arrivare come racconti, enigmi o frammenti di tradizioni dimenticate.
Leomund's Secret Chest
Nascondi un forziere nel Piano Etereo e usi una sua replica per richiamarlo. Dopo sessanta giorni aumenta il rischio di perderlo per sempre.
Leomund's Tiny Hut
Con un’azione crei vicino a te una barriera magica lunga 6 caselle. Per 5 round blocca movimento e visuale, offre copertura totale e non può essere distrutta con i danni. Scompare prima se vieni sconfitto. Consuma uno slot di grado 3.
Lesser Restoration
Con un’azione soccorri un alleato entro 1 casella e gli rimuovi subito gli stati Accecato, Assordato, Paralizzato e Avvelenato. Consuma uno slot di grado 2.
Levitate
Con un’azione sollevi una creatura entro 6 caselle, dandole lo stato In Volo per 3 round. Un tiro salvezza su Costituzione riuscito evita l’effetto. Consuma uno slot di grado 2.
Lie Detector
Sai quando una storia non torna. Ottieni +2 alle prove per capire se qualcuno mente o nasconde qualcosa.
Light
Tocchi un oggetto non più grande di 3 metri e lo fai brillare: illumina intensamente entro 6 metri e crea luce fioca per altri 6 metri. Se l’oggetto è indossato o trasportato da un nemico, questi può evitare l’effetto con un tiro salvezza.
Lightning Arrow
Con un’azione bonus carichi di elettricità il tuo prossimo colpo: se va a segno, infligge 4d8 danni da fulmine aggiuntivi e consuma il beneficio. Consuma uno slot di grado 3.
Lightning Bolt
Con un’azione scarichi un fulmine lungo una linea di 10 caselle, larga 1, a partire da te. Le creature investite subiscono 8d6 danni da fulmine, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 3.
Linguist
Hai dimestichezza con le lingue e sai farti capire in diversi idiomi.
Locate Animals or Plants
Indichi una specie animale o vegetale e percepisci la direzione e la distanza dell’esemplare più vicino nell’area di ricerca. Particolari condizioni naturali possono impedire di trovarlo.
Locate Creature
Percepisci la direzione di una creatura precisa o di una specie entro 300 metri. Un corso d’acqua largo almeno 3 metri interrompe la ricerca.
Locate Object
Ti concentri su un oggetto che conosci e ne percepisci la direzione, purché sia entro 300 metri da te.
Mage Armor
Con un’azione avvolgi un alleato entro 1 casella in una protezione magica. Se non indossa armature né usa uno scudo, fino alla fine dello scontro la sua CA di base diventa 13 più il modificatore di Destrezza. Consuma uno slot di grado 1.
Mage Hand
Crei una mano spettrale fluttuante, capace di prendere, spostare e manipolare piccoli oggetti a distanza. La mano serve per interagire con l’ambiente e non può combattere.
Magic Circle
Con un’azione tracci un cerchio magico di raggio 2 caselle, centrato entro 6 caselle da te, che dura 4 round. Nella variante Protezione, gli alleati al suo interno sono immuni agli stati Affascinato e Spaventato e gli attacchi contro di loro hanno svantaggio. La variante Contenimento rende invece Trattenuti per 4 round i nemici che entrano e falliscono un tiro salvezza su Carisma; possono ripeterlo alla fine di ogni proprio turno. Consuma uno slot di grado 3.
Magic Jar
Trasferisci la tua anima in un contenitore, da cui puoi tentare di possedere corpi umanoidi. Il tuo corpo originale rimane in animazione sospesa.
Magic Missile
Con un’azione crei tre dardi magici e li indirizzi contro nemici entro 12 caselle, anche tutti contro lo stesso bersaglio. Ogni dardo colpisce senza tiro per colpire e infligge 1d4 + 1 danni da forza. Consuma uno slot di grado 1.
Magic Mouth
Lasci su un oggetto un messaggio e scegli la condizione che lo farà partire. Quando si verifica, appare una bocca illusoria che ripete il messaggio con la tua voce.
Magic Weapon
Con un’azione bonus incanti le armi di un alleato entro 1 casella. Fino alla fine dello scontro, ottengono +1 ai tiri per colpire e ai danni e sono considerate magiche. Consuma uno slot di grado 2.
Major Image
Con un’azione fai comparire Immagine Maggiore in una casella visibile entro 12 caselle da te. Ha 1 punti ferita e CA 12. Si muove di 4 caselle. Può essere attaccato ma non curato. Rimane per 3 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 3.
Martial Arts
Anche senza armi, sai farti rispettare. Finché non hai armi equipaggiate, i tuoi colpi a mani nude usano il modificatore della caratteristica principale della tua classe sia per colpire sia per i danni. Al livello 1 ogni colpo infligge 2d4 danni contundenti più quel modificatore e puoi attaccare una volta con l’azione principale. Dal livello 2 puoi attaccare due volte e ottieni +1 per colpire. Dal livello 5 ogni colpo passa a 3d4 e il bonus per colpire diventa +2; dal livello 11 passi a 4d4, +3 per colpire e tre attacchi; dal livello 17 arrivi a 5d4, +4 per colpire e quattro attacchi. Aggiungi sempre la competenza e gli altri bonus applicabili al tiro per colpire; ai danni aggiungi il modificatore principale una sola volta per colpo. Ogni attacco ha il proprio tiro per colpire e può bersagliare un nemico entro 1 casella. I danni e il bonus valgono anche per il singolo colpo di un attacco di opportunità. Questa abilità è passiva: non consuma utilizzi e non richiede azioni bonus.
Mass Heal
Con un’azione diffondi una potente cura tra gli alleati entro 6 caselle da te. Ognuno recupera 10d8 + 40 punti ferita e perde tutti gli stati negativi. Consuma uno slot di grado 9.
Mass Healing Word
Con un’azione bonus curi fino a sei alleati entro 12 caselle. Ciascuno recupera 1d4 punti ferita più il modificatore della caratteristica principale della tua classe. Consuma uno slot di grado 3.
Mass Suggestion
Con un’azione influenzi fino a dodici bersagli entro 16 caselle. Chi fallisce un tiro salvezza su Saggezza resta Affascinato per 3 round. Consuma uno slot di grado 6.
Maze
Con un’azione perdi un nemico entro 6 caselle in un labirinto mentale. Se fallisce un tiro salvezza su Intelligenza, resta Incapacitato per 3 round. Può ritrovare la via ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 8.
Meld into Stone
Entri in una parete o in un oggetto di pietra, fondendoti con esso e scomparendo alla vista.
Melf's Acid Arrow
Con un’azione lanci una freccia d’acido contro un nemico entro 9 caselle. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 4d4 danni da acido e altri 2d4 alla fine del turno del bersaglio. Il danno ritardato termina se viene sconfitto. Consuma uno slot di grado 2.
Mending
Tocchi un oggetto e ripari una singola rottura o uno strappo lungo al massimo 30 centimetri.
Meteor Swarm
Con un’azione fai cadere meteore su un’area di raggio 4 caselle, centrata entro 16 caselle da te. Le creature coinvolte subiscono 20d6 danni contundenti, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 9.
Mind Blank
Con un’azione chiudi la mente di un alleato entro 1 casella alle intrusioni. Fino alla fine dello scontro è immune ai danni psichici e allo stato Affascinato. Consuma uno slot di grado 8.
Minor Illusion
Crei un suono oppure l’immagine di un oggetto che possa stare in uno spazio di 1,5 metri per lato. Chi esamina attentamente l’illusione può riconoscere l’inganno superando una prova di Indagare contro la CD delle tue abilità.
Mirage Arcane
Trasformi l’apparenza di un’area enorme, cambiandone terreno, suoni, odori e perfino le sensazioni al tatto. Gli elementi illusori possono essere attraversati e usati come se fossero reali.
Mirror Image
Con un’azione crei copie illusorie che ti proteggono per 3 round. Quando stai per subire danni, una copia li annulla completamente. Questa protezione può annullare fino a tre singoli danni per combattimento. Consuma uno slot di grado 2.
Mislead
Con un’azione confondi chi cerca di colpirti. Per 3 round sei Invisibile e gli attacchi contro di te hanno svantaggio. Consuma uno slot di grado 5.
Misty Step
Con un’azione bonus scompari in una nuvola di foschia e riappari in una casella valida entro 9 caselle da te. Consuma uno slot di grado 2.
Mobility
I tuoi passi sono rapidi e difficili da intercettare. Ottieni 2 caselle di movimento in più e i tuoi spostamenti non provocano attacchi di opportunità. Il beneficio è automatico e disponibile dal livello 3.
Modify Memory
Con un’azione sconvolgi i ricordi di un nemico entro 12 caselle, rendendolo Incapacitato per 1 turno e Affascinato per 2 round. Può resistere agli effetti con un tiro salvezza su Saggezza. Consuma uno slot di grado 5.
Moonbeam
Con un’azione fai cadere un bagliore lunare su un’area di raggio 1 casella, centrata entro 12 caselle da te. Le creature coinvolte subiscono 2d10 danni fisici, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 2.
Mordenkainen's Faithful Hound
Con un’azione fai comparire Segugio Fedele in una casella visibile entro 6 caselle da te. Ha 30 punti ferita e CA 15. Non può spostarsi. Può usare Beffa Crudele. Può essere attaccato ma non curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 4.
Mordenkainen's Magnificent Mansion
Apri l’accesso a una dimora extradimensionale con stanze, cibo per cento persone e cento servitori quasi trasparenti ai tuoi ordini.
Mordenkainen's Private Sanctum
Proteggi un’area cubica, da 1,5 a 30 metri per lato, da intrusioni e sguardi indiscreti. La magia può impedire il passaggio dei suoni, la vista dall’esterno, la divinazione, il teletrasporto e i viaggi planari.
Mordenkainen's Sword
Con un’azione bonus colpisci un nemico entro 6 caselle con una spada di forza. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 3d10 danni da forza. Consuma uno slot di grado 7.
Move Duplicate
Con un’azione bonus sposti l’illusione creata da Invocare Duplicità in uno spazio libero che puoi vedere. Il Narratore ne gestisce il movimento.
Move Earth
Modelli terra, sabbia e argilla non magiche per creare fossati, colline, rampe o altre forme nel terreno.
Natural Explorer
Conosci a fondo un tipo di terreno che hai scelto. Questa esperienza ti aiuta a orientarti, trovare cibo, seguire tracce e affrontare i viaggi in quell’ambiente.
Natural Merchant
Hai il fiuto per gli affari: ottieni +2 alle prove per contrattare, valutare un’offerta o negoziare il prezzo di merci e servizi.
Nondetection
Nascondi una creatura o un oggetto alla magia di divinazione e ai sensori magici.
Otiluke's Freezing Sphere
Con un’azione fai esplodere una sfera gelida in un’area di raggio 3 caselle, centrata entro 16 caselle da te. Le creature coinvolte subiscono 10d6 danni da freddo, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 6.
Otiluke's Resilient Sphere
Con un’azione crei una sfera protettiva di raggio 1 casella, centrata entro 3 caselle da te. Dura 2 round: chi si trova al suo interno è Trattenuto ma immune a tutti i danni finché vi rimane. Consuma uno slot di grado 4.
Otto's Irresistible Dance
Con un’azione costringi un nemico entro 3 caselle a una danza incontrollabile. Se fallisce un tiro salvezza su Saggezza, resta Incapacitato per 2 round. Consuma uno slot di grado 6.
Passage Hunter
Sai dove cercare aperture nascoste. Ottieni +2 alle prove per trovare porte segrete, scomparti occultati e passaggi camuffati.
Passwall
Apri un passaggio in una superficie di legno, pietra o intonaco. Può essere largo fino a 1,5 metri, alto 2,4 metri e profondo 6 metri.
Pass without Trace
Con un’azione crei attorno a te una zona protettiva di raggio 3 caselle, che ti segue per 3 round e scompare se vieni sconfitto. Gli alleati al suo interno ottengono +10 alle prove di Destrezza. Consuma uno slot di grado 2.
Patient Defense
Con un’azione bonus assumi una posizione difensiva. Per 1 round, gli attacchi contro di te hanno svantaggio e ottieni +5 a tutti i tiri salvezza. Puoi usarla quattro volte per combattimento.
People Reader
Cogli ciò che le persone lasciano trasparire. Ottieni +2 alle prove per capire emozioni, intenzioni e atteggiamenti durante una conversazione.
Phantasmal Force
Con un’azione proietti un’illusione dolorosa nella mente di un nemico entro 6 caselle. Se fallisce un tiro salvezza su Intelligenza, subisce 1d6 danni psichici ed è Spaventato per 3 round. Per 3 round può subire altri 1d6 danni psichici alla fine del proprio turno, evitabili con un tiro salvezza su Intelligenza. Consuma uno slot di grado 2.
Phantasmal Killer
Con un’azione tormenti un nemico entro 12 caselle con visioni terrificanti. Se fallisce un tiro salvezza su Saggezza, subisce 4d10 danni psichici ed è Spaventato per 3 round. Per 3 round può subire altri 4d10 danni psichici alla fine del proprio turno; un tiro salvezza su Saggezza riuscito evita il danno ripetuto e può interromperlo. Consuma uno slot di grado 4.
Phantom Steed
Con un’azione fai comparire Destriero Fantomatico in una casella visibile entro 3 caselle da te. Ha 1 punti ferita e CA 10. Si muove di 12 caselle. Può essere attaccato ma non curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 3.
Piercing Gaze
Con un’azione fissi un nemico entro 6 caselle con uno sguardo terrificante. Se fallisce un tiro salvezza su Saggezza, resta Spaventato per 3 round. Può ripetere il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 6.
Pilota istintivo
I tuoi riflessi ti aiutano a tenere il controllo anche nelle condizioni peggiori. Ottieni +2 alle prove di guida veloce o spericolata.
Planar Binding
Con un’azione leghi a te un nemico entro 12 caselle. Se fallisce un tiro salvezza su Carisma, resta Affascinato fino alla fine dello scontro. Può ripetere il tiro alla fine di ogni proprio turno; il legame termina anche se vieni sconfitto. Consuma uno slot di grado 5.
Plane Shift
Trasporti te stesso e fino a otto creature su un altro piano di esistenza. Puoi anche tentare di usarlo per bandire un nemico; il Narratore gestisce l’esito.
Plant Growth
Con un’azione fai infittire la vegetazione in un’area di raggio 10 caselle, centrata entro 15 caselle da te. Per 5 round è terreno difficile e chi si trova al suo interno perde 2 caselle di movimento finché non ne esce. Consuma uno slot di grado 3.
Plausible Lie
Sai mescolare verità e invenzione. Ottieni +2 alle prove di Inganno quando la tua bugia contiene dettagli reali o facilmente verificabili.
Poison Spray
Con un’azione investi di veleno un nemico entro 1 casella. Subisce 1d12 danni da veleno, oppure nessuno se supera un tiro salvezza su Costituzione. I danni diventano 2d12 al livello 5, 3d12 al livello 11 e 4d12 al livello 17. È un trucchetto di grado 0.
Polymorph
Trasformi una creatura in una bestia, facendole assumere punti ferita e statistiche della nuova forma. Il grado di sfida della bestia non può superare il livello del bersaglio o, se ne possiede uno, il suo grado di sfida. Il Narratore gestisce la trasformazione.
Potent Spellcasting
Quando colpisci, aggiungi ai danni il tuo modificatore di Saggezza. Il beneficio è automatico e non richiede azioni aggiuntive.
Power Word Heal
Con un’azione pronunci una parola curativa per un alleato entro 1 casella. Può recuperare fino a 9.999 punti ferita, senza superare il suo massimo; l’abilità può anche rianimare un alleato sconfitto con 1 punto ferita. Consuma uno slot di grado 9.
Power Word Kill
Con un’azione pronunci una parola letale contro un nemico entro 6 caselle. Se fallisce un tiro salvezza su Costituzione, subisce 9.999 danni necrotici; se lo supera, non subisce danni. Consuma uno slot di grado 9.
Power Word Stun
Con un’azione pronunci una parola che stordisce un nemico entro 6 caselle. Se fallisce un tiro salvezza su Costituzione, resta Stordito per 2 round. Può riprendersi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 8.
Prayer of Healing
Con un’azione pronunci una preghiera che cura gli alleati in un’area di raggio 1,5 caselle, centrata entro 3 caselle da te. Ciascuno recupera 2d8 punti ferita più il modificatore della caratteristica principale della tua classe. Consuma uno slot di grado 2.
Prestidigitation
Produci un piccolo effetto magico innocuo: puoi creare un breve suono o una luce, pulire o sporcare un oggetto, accendere una candela e compiere altri semplici giochi di magia. Questi effetti non infliggono danni.
Primeval Awareness
Spendendo uno slot, percepisci se certi tipi di creature, come draghi o non morti, si trovano entro 1,5 chilometri. Nel tuo terreno favorevole la portata aumenta a 9 chilometri.
Prismatic Spray
Con un’azione sprigioni un cono di energia multicolore lungo 6 caselle e ampio 90°, a partire da te. Le creature coinvolte subiscono 10d6 danni fisici, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 7.
Prismatic Wall
Con un’azione crei entro 12 caselle un muro multicolore lungo 8 caselle. Per 5 round blocca la visuale e offre copertura totale, ma si può attraversare e non può essere distrutto con i danni. Attraversarlo infligge 10d6 danni per ciascuno di questi tipi: fuoco, acido, fulmine, veleno e freddo. Tiri salvezza su Destrezza dimezzano i primi tre danni; su Costituzione dimezzano veleno e freddo. Chi lo attraversa deve inoltre superare un tiro salvezza su Saggezza o restare Accecato per 1 turno, e uno su Costituzione o restare Pietrificato per 2 round. Consuma uno slot di grado 9.
Programmed Illusion
Prepari un’illusione con immagini, suoni e movimenti. Compare quando si verifica la condizione che hai scelto e segue la scena che hai programmato.
Project Image
Con un’azione bonus fai comparire Immagine Proiettata in una casella visibile entro 12 caselle da te. Ha 1 punti ferita e CA 14. Si muove di 6 caselle. Può essere attaccato ma non curato. Rimane per 4 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 7.
Protection from Energy
Con un’azione proteggi un alleato entro 1 casella. Scegli acido, freddo, fuoco, fulmine o tuono: per 3 round il bersaglio dimezza i danni del tipo scelto. Consuma uno slot di grado 3.
Protection from Evil and Good
Con un’azione proteggi un alleato entro 1 casella. Per 3 round è immune agli stati Affascinato e Spaventato, e gli attacchi contro di lui hanno svantaggio. Consuma uno slot di grado 1.
Protection from Poison
Con un’azione proteggi un alleato entro 1 casella e rimuovi il suo stato Avvelenato. Fino alla fine dello scontro, dimezza i danni da veleno e ottiene +5 a tutti i tiri salvezza. Consuma uno slot di grado 2.
Purify Food and Drink
Purifichi cibi e bevande non magici in un’area di raggio 1,5 metri, eliminando ciò che li rende velenosi o inadatti al consumo.
Purity of Body
Il tuo corpo resiste ai veleni: sei immune sia ai danni da veleno sia allo stato Avvelenato, senza dover attivare nulla.
Quivering Palm
Con un’azione trasmetti vibrazioni devastanti a un nemico entro 1 casella. Subisce 10d10 danni necrotici, dimezzati con un tiro salvezza su Costituzione riuscito. Un tiro salvezza su Costituzione gli permette inoltre di evitare lo stato Stordito, che altrimenti dura 1 turno. Puoi usarla quattro volte per combattimento.
Rage
Con un’azione bonus ti abbandoni all’ira. Fino alla fine dello scontro infliggi 2 danni aggiuntivi quando colpisci, dimezzi i danni taglienti, perforanti e contundenti e ottieni +2 ai tiri salvezza. Puoi usarla quattro volte per combattimento.
Raise Dead
Con un’azione riporti in piedi un alleato sconfitto entro 1 casella con 1 punto ferita. Consuma uno slot di grado 5.
Rary's Telepathic Bond
Colleghi telepaticamente la tua mente a quella di un massimo di otto creature consenzienti, permettendovi di comunicare senza parlare.
Ray of Exhaustion
Con un’azione prosciughi le energie di un nemico entro 6 caselle. Se fallisce un tiro salvezza su Costituzione, resta Indebolito per 3 round. Può riprendersi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 2.
Ray of Frost
Con un’azione lanci un raggio gelido contro un nemico entro 6 caselle. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 1d8 danni da freddo e riduci il suo movimento di 1 casella per 1 turno. I danni diventano 2d8 al livello 5, 3d8 al livello 11 e 4d8 al livello 17. È un trucchetto di grado 0.
Ray of Sickness
Con un’azione scagli un raggio nocivo contro un nemico entro 6 caselle. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 2d8 danni da veleno. Il bersaglio deve anche superare un tiro salvezza su Costituzione o restare Avvelenato per 1 turno. Consuma uno slot di grado 1.
Reassuring Face
I tuoi modi ispirano fiducia. Ottieni +2 alle prove sociali per tranquillizzare, confortare o conquistare la fiducia di qualcuno.
Regenerate
Con un’azione curi un alleato entro 1 casella: recupera subito 4d8 + 15 punti ferita. Da quel momento recupera anche 1 punto ferita all’inizio di ogni proprio turno, fino alla fine dello scontro. Consuma uno slot di grado 7.
Reincarnate
Dai un nuovo corpo a una creatura morta da non più di dieci giorni. La razza del nuovo corpo viene determinata casualmente.
Relentless Avenger
Ogni volta che colpisci, ottieni 2 caselle di movimento in più per 1 turno. Il beneficio si attiva automaticamente.
Reliable Talent
La tua esperienza rende i colpi più sicuri: ottieni automaticamente +2 ai tiri per colpire.
Remarkable Athlete
L’allenamento ti rende rapido e preciso. Ottieni automaticamente 1 casella di movimento in più e +2 ai tiri per colpire.
Resilient
Sai resistere più a lungo: i tuoi punti ferita massimi aumentano permanentemente del 20%, arrotondando per difetto. Il beneficio vale sia nella scheda sia in combattimento ed è disponibile dal livello 5.
Resistance
Con un’azione proteggi un alleato entro 1 casella. Fino alla fine del suo prossimo turno, l’alleato aggiunge 1d4 a tutti i suoi tiri salvezza. È un trucchetto di grado 0.
Resurrection
Con un’azione riporti in vita un alleato sconfitto entro 1 casella, ripristinando i suoi punti ferita fino al massimo, entro il limite di 9.999 punti recuperati. Consuma uno slot di grado 7.
Retaliation
Con un’azione prepari una difesa che riduce di 2d8 un danno in arrivo, senza portarlo sotto zero. Questa capacità non infligge danni all’aggressore. Puoi usarla sei volte per combattimento.
Reverse Gravity
Con un’azione capovolgi la gravità in un’area di raggio 4 caselle, centrata entro 12 caselle da te. Le creature coinvolte possono diventare In Volo e Incapacitate per 2 round; un tiro salvezza su Destrezza riuscito permette di evitare gli effetti. Consuma uno slot di grado 7.
Revivify
Con un’azione riporti in piedi un alleato sconfitto entro 1 casella, facendogli recuperare 1 punto ferita. Consuma uno slot di grado 3.
Sacred Flame
Con un’azione avvolgi di luce ardente un nemico entro 6 caselle. Subisce 1d8 danni radianti, oppure nessuno se supera un tiro salvezza su Destrezza. I danni diventano 2d8 al livello 5, 3d8 al livello 11 e 4d8 al livello 17. È un trucchetto di grado 0.
Sanctuary
Con un’azione bonus metti al riparo un alleato entro 3 caselle. Per 3 round, gli attacchi contro di lui hanno svantaggio. Consuma uno slot di grado 1.
Savage Attacker
Quando tiri i danni di un attacco con arma da mischia, puoi ritirare l’intero tiro una volta e tenere il totale più alto. Non richiede azioni e puoi farlo due volte per combattimento. Disponibile dal livello 3.
Scorching Ray
Con un’azione lanci tre raggi di fuoco contro nemici entro 12 caselle, anche tutti contro lo stesso bersaglio. Per ogni raggio tira per colpire con la caratteristica principale della tua classe: ciascun raggio a segno infligge 2d6 danni da fuoco. Consuma uno slot di grado 2.
Scrying
Crei un sensore invisibile attraverso cui osservare e ascoltare una creatura o un luogo preciso, anche su un altro piano.
Searing Smite
Con un’azione bonus prepari un colpo ardente contro un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 1d6 danni da fuoco aggiuntivi e, se il bersaglio fallisce un tiro salvezza su Costituzione, lo rende In Fiamme per 2 round. Consuma uno slot di grado 1.
Second Wind
Con un’azione bonus riprendi fiato e recuperi 1d10 punti ferita più il tuo livello. Puoi usarla una volta per combattimento.
See Invisibility
Con un’azione riveli le creature entro 16 caselle da te, rimuovendo subito il loro stato Invisibile. Consuma uno slot di grado 2.
Seeming
Dai nuove sembianze illusorie alle creature che scegli entro la portata dell’incanto. Il travestimento deve rispettarne la struttura corporea e non ne cambia davvero le caratteristiche fisiche.
Sending
Invii un messaggio di massimo 25 parole a una creatura che conosci, ovunque si trovi.
Sequester
Proteggi un cadavere dalla decomposizione e impedisci che venga trasformato in un non morto.
Se si muove lo so guidare
Intuisci come funzionano i mezzi di trasporto, anche quelli che non hai mai visto. Ottieni +2 alle prove per avviare veicoli strani o sconosciuti.
Shadow Step
Con un’azione bonus attraversi le ombre e riappari in una casella valida entro 6 caselle. Ottieni anche +5 al tuo prossimo tiro per colpire, poi il bonus si esaurisce. Puoi usarla sei volte per combattimento.
Shatter
Con un’azione provochi un’esplosione sonora in un’area di raggio 1 casella, centrata entro 6 caselle da te. Le creature coinvolte subiscono 3d8 danni da tuono, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 2.
Shield
Quando sei bersaglio di un attacco, puoi usare la tua reazione per alzare uno scudo magico. Ottieni +5 alla CA per 1 round: il bonus può far mancare anche l’attacco che ha provocato la reazione. Consuma uno slot di grado 1.
Shield of Faith
Con un’azione bonus proteggi un alleato entro 6 caselle con uno scudo di fede. Ottiene +2 alla CA per 3 round. Consuma uno slot di grado 1.
Shillelagh
Con un’azione bonus carichi di magia tutte le armi a una mano che impugni. Fino alla fine dello scontro, ciascuna usa 1d8 come dado base di danno e la caratteristica principale della tua classe per i tiri per colpire. Inoltre, i suoi attacchi sono considerati magici. È un trucchetto di grado 0.
Silence
Con un’azione cancelli ogni suono in un’area di raggio 2 caselle, centrata entro 12 caselle da te. La zona dura 5 round: chi è al suo interno è Assordato e non può usare capacità che richiedono di parlare. Consuma uno slot di grado 2.
Silent Image
Crei l’immagine di una creatura, un oggetto o un altro fenomeno visibile e puoi farla muovere mentre l’incanto dura. L’illusione non produce suoni, odori o sensazioni al tatto.
Simulacrum
Con un’azione fai comparire Simulacro in una casella visibile entro 3 caselle da te. Ha 40 punti ferita di base, più 2 per ogni tuo livello, il doppio del tuo bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 14 più il tuo bonus di competenza, fino a un massimo di 30. Si muove di 3 caselle. Può usare Dardo di Fuoco e Dardo Incantato. Può essere attaccato ma non curato. Rimane per 5 round e scompare se vieni sconfitto. Una nuova evocazione sostituisce la precedente. Consuma uno slot di grado 7.
Skilled Orator
Sai tenere viva l’attenzione di una platea: ottieni +2 alle prove di Persuasione quando parli a un gruppo di almeno tre persone.
Sleep
Con un’azione diffondi un torpore magico in un’area di raggio 2 caselle, centrata entro 9 caselle da te. Chi fallisce un tiro salvezza su Saggezza si Addormenta per 2 round e può svegliarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 1.
Sleet Storm
Con un’azione scateni una bufera in un’area di raggio 4 caselle, centrata entro 15 caselle da te. Per 3 round è terreno difficile, blocca la visuale e rende Accecato chi è all’interno. Chi vi termina il turno deve superare un tiro salvezza su Destrezza o cadere Prono. Consuma uno slot di grado 3.
Slow
Con un’azione rallenti le creature in un’area di raggio 2 caselle, centrata entro 12 caselle da te. Per 3 round perdono 2 caselle di movimento e subiscono −2 alla CA. Possono evitare gli effetti con un tiro salvezza su Saggezza e ripeterlo alla fine di ogni proprio turno per liberarsene. Consuma uno slot di grado 3.
Sneak Attack
Se sei Nascosto e colpisci con un’arma Leggera, puoi infliggere danni fisici aggiuntivi una volta per tuo turno. Parti da 1d6 e aggiungi un altro d6 ai livelli 3, 5, 7 e così via, fino a un massimo di 10d6 dal livello 19. L’effetto è automatico e non richiede azioni.
Soft Step
Sai muoverti senza attirare l’attenzione. Ottieni +2 alle prove di Furtività quando procedi lentamente e puoi sfruttare ripari o zone d’ombra.
Soul Cage
Con un’azione cerchi di imprigionare l’anima di un nemico entro 6 caselle. Se fallisce un tiro salvezza su Carisma, resta Pietrificato fino alla fine dello scontro. Consuma uno slot di grado 8.
Spare the Dying
Con un’azione soccorri un alleato sconfitto entro 1 casella e lo rimetti in piedi con 1 punto ferita. È un trucchetto di grado 0.
Speak with Animals
Capisci le bestie e puoi parlare con loro. Ti raccontano ciò che hanno percepito e condividono informazioni semplici, nei limiti della loro intelligenza.
Speak with Dead
Dai a un cadavere la possibilità di parlare e gli poni fino a cinque domande.
Speak with Plants
Comunichi con le piante e puoi chiedere loro informazioni o di modificare il terreno attorno a te.
Spider Climb
Con un’azione rendi i tuoi movimenti più agili e sicuri. Per 3 round ottieni 2 caselle di movimento in più e +1 alla CA. Consuma uno slot di grado 2.
Spike Growth
Con un’azione ricopri di spuntoni un’area di raggio 2 caselle, centrata entro 15 caselle da te. Per 3 round è terreno difficile e infligge 2d4 danni perforanti a chi vi entra o vi inizia il turno. Consuma uno slot di grado 2.
Spiritual Weapon
Con un’azione bonus colpisci un nemico entro 6 caselle con un’arma spirituale. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 1d8 danni da forza più il modificatore di quella caratteristica. Consuma uno slot di grado 2.
Spiritual Weapon
Con un’azione bonus colpisci un nemico entro 6 caselle con un’arma spirituale. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 1d8 danni da forza più il modificatore di quella caratteristica. Puoi usarla due volte per combattimento.
Step of the Wind
Con un’azione bonus rendi i tuoi movimenti leggeri come il vento. Per 1 turno ottieni l’accesso a Scatto e Disimpegno come azioni bonus. Puoi usarla quattro volte per combattimento.
Stinking Cloud
Con un’azione crei una nube nauseante di raggio 2 caselle, centrata entro 9 caselle da te. Dura 3 round e blocca la visuale. Chi vi inizia il turno deve superare un tiro salvezza su Costituzione o restare Incapacitato per 1 turno. Consuma uno slot di grado 3.
Stone Shape
Dai la forma che vuoi a un oggetto di pietra di taglia Media o a una sezione di pietra di 1,5 metri. Puoi ricavarne, per esempio, una porta o un contenitore.
Stoneskin
Con un’azione rendi dura come pietra la pelle di un alleato entro 1 casella. Fino alla fine dello scontro dimezza i danni taglienti, perforanti e contundenti. Consuma uno slot di grado 4.
Storm of Vengeance
Con un’azione scateni una tempesta di raggio 16 caselle, centrata entro 16 caselle da te, che dura 5 round. Alla sua comparsa, chi fallisce un tiro salvezza su Costituzione resta Assordato per 1 round. Chi inizia il turno nella zona subisce 6d6 danni da fulmine, dimezzati con un tiro salvezza su Destrezza riuscito. Consuma uno slot di grado 9.
Stroke of Luck
Con un’azione ti prepari a sfruttare un’occasione perfetta. Il tuo prossimo tiro per colpire viene considerato un 20 naturale, poi il beneficio si esaurisce. Puoi usarla una volta per combattimento.
Stunning Strike
Con un’azione sferri un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i normali danni dell’arma. Il bersaglio deve anche superare un tiro salvezza su Costituzione o restare Stordito per 1 round. Puoi usarla quattro volte per combattimento.
Suggestion
Con un’azione influenzi un nemico entro 12 caselle. Se fallisce un tiro salvezza su Saggezza, resta Affascinato per 3 round e può ripetere il tiro alla fine di ogni proprio turno. L’effetto termina prima se infliggi danni o vieni sconfitto. Consuma uno slot di grado 2.
Sunbeam
Con un’azione sprigioni una lama di luce lunga 6 caselle e larga 1, a partire da te. Le creature investite subiscono 6d8 danni radianti e restano Accecate per 3 round. Un tiro salvezza su Costituzione riuscito dimezza i danni ed evita la cecità. Consuma uno slot di grado 6.
Sunburst
Con un’azione fai esplodere luce solare in un’area di raggio 6 caselle, centrata entro 15 caselle da te. Le creature coinvolte subiscono 12d6 danni radianti e restano Accecate per 3 round. Un tiro salvezza su Costituzione riuscito dimezza i danni ed evita la cecità. Consuma uno slot di grado 8.
Survivor
Sai arrangiarti lontano dalla civiltà. Ottieni +2 alle prove per trovare acqua, cibo, riparo e materiali utili in natura.
Swift Quiver
Con un’azione bonus acceleri il ritmo dei tuoi attacchi. Per 3 round ottieni due attacchi aggiuntivi. Consuma uno slot di grado 5.
Symbol of Death
Con un’azione tracci un simbolo mortale che influenza un’area di raggio 6 caselle, centrata entro 1 casella da te, fino alla fine dello scontro. Chi entra subisce 10d10 danni necrotici, dimezzati con un tiro salvezza su Costituzione riuscito. Consuma uno slot di grado 7.
Symbol of Fear
Con un’azione tracci un simbolo che influenza un’area di raggio 6 caselle, centrata entro 1 casella da te, fino alla fine dello scontro. Chi entra e fallisce un tiro salvezza su Saggezza resta Spaventato finché la zona dura; può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 7.
Tasha's Hideous Laughter
Con un’azione scateni una risata irrefrenabile in un nemico entro 3 caselle. Se fallisce un tiro salvezza su Saggezza, resta Incapacitato per 2 round; può riprendersi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 1.
Telekinesis
Con un’azione afferri mentalmente un nemico entro 6 caselle. Lo spingi di 4 caselle e lo rendi Trattenuto per 1 turno; può evitare gli effetti con un tiro salvezza su Forza. Consuma uno slot di grado 5.
Telepathy
Colleghi la tua mente a quella di una creatura che conosci, ovunque sia sul tuo stesso piano. Potete scambiarvi messaggi e immagini senza parlare.
Teleport
Con un’azione ti trasferisci immediatamente in una casella valida entro 16 caselle da te. Consuma uno slot di grado 7.
Teleportation Circle
Tracci un portale collegato a un cerchio di teletrasporto permanente di cui conosci i sigilli. Il passaggio rimane aperto per pochi istanti e trasporta chi lo attraversa.
Tenser's Floating Disk
Crei un disco di forza che trasporta un carico e ti segue. Rimane a un’altezza limitata dal suolo e scompare se ti allontani troppo.
Thaumaturgy
Manifesti un piccolo segno soprannaturale: puoi rendere tonante la tua voce, far tremare leggermente il terreno, alterare luci e suoni oppure far aprire una porta già sbloccata. Questi effetti non infliggono danni.
Thorn Whip
Con un’azione sferzi un nemico entro 3 caselle con una frusta di spine. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 1d6 danni perforanti e lo trascini di 1 casella verso di te. I danni diventano 2d6 al livello 5, 3d6 al livello 11 e 4d6 al livello 17. È un trucchetto di grado 0.
Thunderous Smite
Con un’azione bonus prepari un colpo fragoroso contro un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 2d6 danni da tuono aggiuntivi. Se il bersaglio fallisce un tiro salvezza su Forza, viene anche spinto di 2 caselle e reso Prono per 1 turno. Consuma uno slot di grado 1.
Thunderwave
Con un’azione scateni un’onda sonora contro tutte le creature entro 1 casella da te. Ognuna subisce 2d8 danni da tuono e viene spinta di 2 caselle; un tiro salvezza su Costituzione riuscito dimezza i danni ed evita la spinta. Consuma uno slot di grado 1.
Time Stop
Fermi il tempo per tutti tranne te e ottieni 1d4 + 1 turni per agire. L’effetto termina se coinvolgi altre creature o gli oggetti che indossano. Il Narratore gestisce questa pausa nel tempo.
Tongues
Permetti a una creatura di capire qualsiasi lingua parlata e di farsi capire da chiunque conosca almeno una lingua. L’effetto aiuta a parlare e ascoltare, ma non a leggere.
Tough
La tua costituzione robusta ti dà 2 punti ferita massimi aggiuntivi per ogni livello del personaggio. Il beneficio è permanente, vale anche in combattimento ed è disponibile dal livello 3.
Tracker
Sai leggere i segni lasciati da chi è passato prima di te. Ottieni +2 alle prove per seguire impronte, piste e tracce di creature o viaggiatori.
Transformation
Assumi la forma di una creatura con grado di sfida non superiore al tuo livello. Conservi i punti ferita attuali, l’allineamento e i benefici della tua classe.
Transport via Plants
Colleghi due piante di taglia Grande o superiore sullo stesso piano, creando un passaggio che permette di teletrasportarsi dall’una all’altra.
Trap Expert
Sai riconoscere i pericoli nascosti nei meccanismi. Ottieni +2 alle prove per trovare, capire o disattivare trappole meccaniche.
Tree Stride
Entri in un albero e riappari in un altro della stessa specie entro 150 metri.
Trip Attack
Con un’azione attacchi con un’arma un nemico entro 1 casella. Se colpisci, infliggi i danni dell’arma più 1d8 danni fisici. Il bersaglio deve anche superare un tiro salvezza su Forza o diventare Prono: resta a terra finché si rialza o termina lo scontro. Puoi usarla quattro volte per combattimento.
True Polymorph
Trasformi una creatura in un’altra creatura o in un oggetto, oppure dai vita a un oggetto trasformandolo in una creatura. Dopo un’ora la trasformazione diventa permanente.
True Resurrection
Con un’azione riporti in vita un alleato sconfitto entro 1 casella, ripristinando i suoi punti ferita fino al massimo, entro il limite di 9.999 punti recuperati. Gli rimuovi anche tutti gli stati negativi. Consuma uno slot di grado 9.
True Seeing
Doni a una creatura una vista capace di riconoscere ciò che è nascosto: vede l’invisibile, distingue le illusioni, riconosce la forma originale dei mutaforma e osserva il Piano Etereo.
True Strike
Con un’azione metti in evidenza i punti deboli di un nemico entro 3 caselle. Per 1 round, gli attacchi contro di lui hanno vantaggio. È un trucchetto di grado 0.
Tsunami
Con un’azione scateni un’onda lunga 16 caselle e larga 4, a partire da te. Le creature travolte subiscono 6d10 danni contundenti, vengono spinte di 6 caselle e restano Prone per 1 turno. Un tiro salvezza su Forza riuscito dimezza i danni ed evita spinta e caduta. Consuma uno slot di grado 8.
Two-Weapon Fighting
Se impugni due armi da mischia leggere a una mano, puoi usare un’azione bonus per attaccare un nemico adiacente con la seconda arma. Devi aver già effettuato nello stesso turno un attacco principale con la prima: il colpo aggiuntivo deve usare l’altra arma. Puoi usarla sei volte per combattimento.
Unarmored Defense
Finché non indossi un’armatura, puoi calcolare la tua CA partendo da 10 e aggiungendo i modificatori di Destrezza e Costituzione. Puoi usare anche uno scudo. La protezione è automatica e non si somma ad altre formule alternative di CA.
Unarmored Defense
Finché non indossi armature e non usi uno scudo, puoi calcolare la tua CA partendo da 10 e aggiungendo i modificatori di Destrezza e Saggezza. La protezione è automatica e non si somma ad altre formule alternative di CA.
Unarmored Movement
Il tuo addestramento rende i passi più rapidi: ottieni automaticamente 1 casella di movimento in più.
Unseen Servant
Crei un servitore invisibile che svolge piccoli lavori domestici o manuali. Può muoversi, maneggiare oggetti leggeri e seguire un compito alla volta, ma non può attaccare.
Urban Shadow
Tra vicoli e folla sai sparire. Ottieni +2 alle prove per nasconderti, seminare inseguitori o pedinare qualcuno in città e insediamenti.
Vampiric Touch
Con un’azione prosciughi la forza vitale di un nemico entro 1 casella. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi 3d6 danni necrotici e recuperi 1d6 + 2 punti ferita. Consuma uno slot di grado 3.
Vanish
Con un’azione bonus sfuggi agli sguardi e ottieni lo stato Nascosto fino alla fine dello scontro, salvo le normali condizioni che ti fanno scoprire. Puoi usarla sei volte per combattimento.
Vicious Mockery
Con un’azione ferisci con le parole un nemico entro 6 caselle. Se fallisce un tiro salvezza su Saggezza, subisce 1d4 danni psichici e ottiene Svantaggio per 1 round. I danni diventano 2d4 al livello 5, 3d4 al livello 11 e 4d4 al livello 17. È un trucchetto di grado 0.
Vigilance and Warding
Proteggi un edificio o un’ampia area interna con una rete di difese magiche. Puoi oscurare corridoi, bloccare porte, confondere gli intrusi e sorvegliare le stanze con effetti diversi.
Vow of Enmity
Con un’azione bonus giuri di abbattere un nemico entro 1 casella. Fino alla fine dello scontro ottieni +5 ai tiri per colpire contro di lui, ma non contro gli altri nemici. Puoi usarla una volta per combattimento.
Wall of Fire
Con un’azione crei entro 12 caselle un muro di fiamme lungo 8 caselle. Dura 3 round e blocca la visuale, ma può essere attraversato: chi lo fa subisce 5d8 danni da fuoco, dimezzati con un tiro salvezza su Destrezza riuscito. Il muro non offre copertura e non può essere distrutto con i danni. Consuma uno slot di grado 4.
Wall of Force
Con un’azione crei entro 12 caselle un muro di forza lungo 10 caselle. Dura 4 round, impedisce il passaggio e offre copertura totale, pur lasciando vedere attraverso di sé. Non può essere distrutto con i danni. Consuma uno slot di grado 5.
Wall of Ice
Con un’azione crei entro 12 caselle un muro di ghiaccio lungo 8 caselle. Per 4 round blocca movimento e visuale e offre copertura totale; attraversarne il confine infligge 5d6 danni da freddo, dimezzati con un tiro salvezza su Destrezza riuscito. È distruttibile: ha 25 punti ferita di base, più 3 per ogni tuo livello, il triplo del bonus di competenza e il modificatore della caratteristica principale della tua classe. La CA è 12 più il tuo bonus di competenza, fino a un massimo di 30. Consuma uno slot di grado 6.
Wall of Stone
Con un’azione innalzi entro 12 caselle un muro di pietra lungo 10 caselle. Per 5 round blocca movimento e visuale e offre copertura totale. Può essere distrutto: ha 30 punti ferita di base, più 3 per ogni tuo livello, il triplo del bonus di competenza e il modificatore della caratteristica principale della tua classe. La sua CA è 15 più il tuo bonus di competenza, fino a un massimo di 30. Consuma uno slot di grado 5.
Wall of Thorns
Con un’azione crei entro 12 caselle un muro di spine lungo 8 caselle. Dura 4 round, blocca la visuale e offre copertura totale. Si può attraversare subendo 7d8 danni perforanti, dimezzati con un tiro salvezza su Destrezza riuscito. È distruttibile: ha 35 punti ferita di base, più 3 per ogni tuo livello, il triplo del bonus di competenza e il modificatore della caratteristica principale della tua classe. La CA è 14 più il tuo bonus di competenza, fino a un massimo di 30. Consuma uno slot di grado 6.
Warding Bond
Con un’azione leghi la tua protezione a un alleato adiacente. Fino alla fine dello scontro ottiene +1 alla CA e ai tiri salvezza, ma metà dei danni che subisce viene trasferita a te. I danni trasferiti non vengono ridotti di nuovo dalle tue resistenze o immunità. Consuma uno slot di grado 2.
War Magic
Con un’azione bonus effettui un attacco con arma contro un nemico entro 1 casella. Se colpisci, infliggi i normali danni dell’arma. Puoi usarla sei volte per combattimento.
War Priest
Con un’azione bonus effettui un attacco contro un nemico con un’arma equipaggiata, usando la sua normale portata. Se colpisci, infliggi i normali danni dell’arma. Puoi usarla tre volte per combattimento.
Water Breathing
Permetti a un massimo di dieci creature di respirare sott’acqua.
Water Walk
Permetti a un massimo di dieci creature di camminare sulla superficie di liquidi e materiali cedevoli, come acqua, fango, neve e lava.
Web
Con un’azione copri di ragnatele un’area di raggio 1 casella, centrata entro 6 caselle da te. Per 3 round è terreno difficile. Chi vi si trova alla creazione o vi entra deve superare un tiro salvezza su Destrezza o restare Trattenuto finché la zona dura. Può liberarsi ripetendo il tiro alla fine di ogni proprio turno. Consuma uno slot di grado 2.
Wholeness of Body
Con un’azione concentri le tue energie e recuperi 3 punti ferita per ogni tuo livello. Puoi usarla una volta per combattimento.
Wild Healing
Con un’azione bonus richiami la tua energia naturale e recuperi 2d8 punti ferita più il modificatore di Saggezza. Puoi usarla due volte per combattimento.
Wild Shape
Assumi la forma di una bestia che hai già visto. Mantieni le tue caratteristiche mentali, ma usi i punti ferita della bestia. Il Narratore gestisce la trasformazione.
Wind Walk
Tu e fino a dieci alleati diventate nubi vaporose, con una velocità di volo di 90 metri. Tornare alla forma normale richiede un minuto.
Wind Wall
Con un’azione sollevi una barriera circolare di vento, di raggio 3 caselle e centrata entro 5 caselle da te. Dura 5 round: chi ne attraversa il bordo deve superare un tiro salvezza su Forza o cadere Prono. Consuma uno slot di grado 3.
Wish
Pieghi la realtà alla tua volontà. Puoi replicare un incantesimo dal grado 0 al grado 8 oppure tentare un effetto diverso, concordato con il Narratore. Andare oltre gli incantesimi replicabili può mettere a dura prova chi esprime il desiderio.
Witch Bolt
Con un’azione colleghi un nemico entro 3 caselle a una scarica elettrica. Tira per colpire con la caratteristica principale della tua classe: se colpisci, infliggi subito 1d12 danni da fulmine e altri 1d12 alla fine di ogni turno del bersaglio per 3 round. Consuma uno slot di grado 1.
Word of Recall
Tu e fino a cinque alleati vi teletrasportate subito in un santuario della tua divinità che hai designato in precedenza.
Wrathful Smite
Con un’azione bonus prepari un colpo terrificante contro un nemico entro 1 casella. Il prossimo colpo con arma a segno infligge 1d6 danni psichici aggiuntivi e, se il bersaglio fallisce un tiro salvezza su Saggezza, lo rende Spaventato per 2 round. Può ripetere il tiro alla fine di ogni proprio turno per liberarsi dalla paura. Consuma uno slot di grado 1.
Zone of Truth
Crei una zona in cui chi è soggetto all’incanto non può mentire deliberatamente. Questo non lo obbliga a rispondere né a raccontare tutta la verità.
No previously adapted content for this filter.
Items already adapted (1417)
Abdel's Trusted Shield
The shield attributed to Abdel Adrian, hero of Baldur's Gate. It was reinforced to withstand arrows and protect its bearer in the most dangerous battles.
Aberrant Conduit Ring
An illithid ring that turns the mental exertion required to maintain magic into psychic weapon damage.
Aberrant Tendril Amulet
An illithid amulet formed from a small dried tentacle that still moves when it senses a nearby mind.
Absolute's Protector
The shield of a high-ranking officer of the Absolute, decorated with a great eye and dark metal. Cold and magic flow along its rim.
Absolute's Punishment
A ring of the Absolute that instinctively attracts those bearing the cult's brand. Its metal warms when the wearer prepares a fiery smite.
Absolute's Warboard
The ceremonial shield of the Absolute's True Souls. Its central eye inspires courage and strengthens the bearer's will.
Abyss Beckoners
Gloves embroidered with demonic symbols. Summoned creatures become tougher but risk slipping out of control.
Acid, Vial
A sealed vial containing a corrosive liquid.
Acrobatic Shoes
Light footwear with grippy soles and reinforced ankles, made for jumps, tumbles, and controlled landings.
Adamantine Greaves
Heavy greaves forged from adamantine, designed to complete a suit of armor and protect the knees, shins, and feet from the most violent impacts.
Adamantine Longsword
A longsword forged in Grymforge's ancient Adamantine Forge. The metal retains a hardness capable of breaking objects and overcoming common defenses.
Adamantine Mace
A mace forged from adamantine, a rare and nearly indestructible metal. It is sought by warriors facing constructs, fortified doors, and exceptional armor.
Adamantine Plate Armor
Armor forged from adamantine in the legendary Adamantine Forge. Its dark surface does not bend and reflects the force of blows back toward their source.
Adamantine Scale Mail
A scale breastplate forged from adamantine. Each lamella is nearly impossible to break and returns some of an impact to the attacker.
Adamantine Scimitar
A scimitar forged in Grymforge's Adamantine Forge. Its exceptional metal allows it to overcome common defenses and resistances.
Adamantine Shield
A shield forged in the Adamantine Forge. Its dark surface does not crack and punishes opponents who fail to overcome its defense.
Adamantine Splint Armor
Splint armor forged in the Adamantine Forge. Its long plates absorb the force of impacts and destabilize anyone who strikes the wearer.
Adjustable Steel Helmet
A military helmet with straps, movable plates, and replaceable padding, adaptable to wearers of different builds.
Adoy's Belt
A belt once owned by the wild mage Adoy, patched and covered in symbols that seem to change position.
Adze of Annam
A gigantic artifact axe bound to the power of the father of giants. Every blow releases a violent wave of force.
Aeger's Hide
Renowned armor made from the hide of the legendary bear Aeger. It is thick, durable, and protected by elemental enchantments.
Aegis-fang
Wulfgar's renowned warhammer, forged for him by Bruenor Battlehammer in the halls of Mithral Hall. Its ability to return unfailingly to the barbarian's hand made it one of the symbols of the Companions of the Hall.
Akkabar's Ring
A ring once owned by the wizard Akkabar, engraved with elemental formulae and symbols of arcane study.
Albruin
A silver sword that belonged to Albruin Basalin, remembered for his battles against giant spiders and Red Wizards. The blade retains protective powers against poison and creatures hidden from sight.
Alchemical Glue
A two-part resin that hardens within moments. Outside combat, it can be used narratively to glue or repair objects.
Alchemical Mine
A metal disc containing reagents and a pressure sensor.
Alchemical Solvent
An aggressive liquid able to dissolve glues, resins, and many organic substances. Outside combat it can be used narratively to free stuck objects.
Alchemist's Fire
A sticky liquid that ignites on contact with air.
Alustriel's Sword Pendant
A silver pendant shaped like a slender sword, tied to Alustriel and the arcane traditions of Silverymoon.
Ambush
A shortsword designed to strike before the enemy can react. In Baldur's Gate it is known for aiding swift fighters, scouts, and assassins who open battle with a decisive attack.
Amethyst Ring
A ring set with a large purple amethyst, refined but nonmagical.
Amulet of Aberrant Ankheg Summoning
An amulet made from ankheg mandibles and flawed runes. Its summons are useful but difficult to control.
Amulet of Absolute Confidence
An amulet of the Absolute made for the cult's preachers and performers. It amplifies confidence and stage presence but makes the wearer less threatening.
Amulet of Bhaal
A ritual amulet of the Lord of Murder. The blade engraved on its surface turns red before an uninjured victim.
Amulet of Corellon
An elven amulet dedicated to Corellon Larethian, decorated with a crescent moon and star.
Amulet of Elemental Torment
An amulet formed from shards of stone, ice, coal, and lightning-struck glass. Nearby elemental surfaces empower spells.
Amulet of Fey Semblance
A green glass and gold amulet imbued with fey magic that protects mind and personality.
Amulet of Health
A sturdy dark-red amulet that regulates the wearer's breathing, heartbeat, and physical vigor.
Amulet of Invulnerability
A legendary amulet designed to isolate the wearer from the physical world for a few decisive moments.
Amulet of Lost Voices
An amulet found in a crypt, made from a pierced funerary coin. The voices of the dead answer through its metal.
Amulet of Magic Resistance
An amulet covered in runes that absorb part of a spell's energy before it reaches the wearer.
Amulet of Metamagic Influence
An arcane amulet that expands magical memory, allowing one additional formula to be prepared.
Amulet of Misty Step
A light amulet with a milky gem that turns transparent when opening a brief passage through space.
Amulet of Natural Armor
An amulet made from scales, bark, and bone, able to stiffen skin and tissue like armor.
Amulet of Power
A renowned silver amulet made for high-ranking spellcasters. Its magic accelerates formulae and protects against death and impairment.
Amulet of Proof against Detection and Location
A matte amulet without reflective surfaces, made to hide presence and position from divination.
Amulet of Protection
A defensive amulet engraved with concentric circles, designed to deflect blows and support saving throws.
Amulet of Restoration
An amulet dedicated to healing, formed from pale stones that glow when mending wounds or impairments.
Amulet of Selûne's Chosen
A small lunar symbol blessed by Selûne. Its silver light can heal but carries the stillness of sleep.
Amulet of Silvanus
A symbol of Silvanus made from a petrified oak leaf, able to purify body and blood.
Amulet of Spell Warding
An amulet covered in concentric seals that deflect magic, silence, and impairments.
Amulet of Spine Shudder
A bone amulet that vibrates when a ranged spell hits. Its resonance passes into the target's body.
Amulet of the Devout
A finely crafted holy symbol, consecrated to amplify prayers, miracles, and manifestations of divine power.
Amulet of the Drunkard
A tankard-shaped amulet once owned by an adventurer who found a surprising source of vitality in alcohol.
Amulet of the Fearless
An undecorated amulet made to steady the wearer's heart in the face of danger.
Amulet of the Planes
An amulet formed from slowly rotating concentric rings, each engraved with symbols of a different plane of existence.
Amulet of the Seldarine
A refined elven amulet uniting the symbols of the principal Seldarine deities.
Amulet of the Unflinching Protector
A massive shield-shaped amulet, made for someone willing to draw an attack away from a companion and onto themselves.
Amulet of the Unworthy
A cursed amulet that protects against cuts but leaves bones and joints vulnerable to impacts.
Amulet of Vigilance
An amulet bearing a small open eye. Its wearer remains vigilant and reacts quickly even to ambushes.
Angurvadal
A sword forged for the warrior Frithior and remembered in northern sagas. Its blade burns with constant fire and, in its restored form, grants its bearer superhuman strength.
Animated Shield
A magic shield able to detach from the arm and float autonomously around its owner, intercepting blows without being wielded.
Answerer Sword
One of the celebrated Swords of Answering, created in imitation of Fragarach. The blade immediately retaliates against anyone who wounds its bearer.
Antimagic Cloak
A heavy cloak embroidered with warding runes, able to break or absorb magic that reaches the wearer.
Antimagic Shield
A shield engraved with runes of interdiction that absorb and break spells directed at the bearer.
Antivenom Ring
A pale-green ring made to neutralize toxins and protect the wearer's blood.
Apparently Shiny Ring
A promising-looking ring with flawed magic, able to strengthen presence while weakening judgment.
Arcane Absorption Dagger
A dagger that drains magical energy from the target and returns it to the wielder. It is sought by spellcasters who fight in melee.
Arcane Bolstering Boots
Spellcaster's boots reinforced with arcane plates. Energy accumulated while casting spells is transferred into the wearer's movement.
Arduous Flame Blade
A magic sword marked by an unquenchable flame. It was built for warriors able to withstand the heat and continue fighting while the blade sets the enemy ablaze.
Argument Solver
A Baldur's Gate maul with an ironic name. Its function is simple: end any dispute with a single, extremely heavy blow.
Armored Boots
Protection for the feet and legs, built to support the wearer during marches, jumps, and prolonged combat.
Armor of Agility
Medium armor built with thin plates and perfectly balanced joints. It offers substantial protection without limiting Dexterity.
Armor of Devotion
A suit of plate armor consecrated to a paladin's oath. The formulas engraved on the chest help the wearer renew their resolve.
Armor of Faith
A heavy breastplate consecrated by priests and paladins. Its plates are covered in engraved prayers and protective symbols.
Armor of Invulnerability
A legendary suit of plate armor that turns the wearer into a mobile fortress. Its plates deflect weapons and blows with nearly absolute force.
Armor of Persistence
A legendary suit of plate armor from Baldur's Gate, designed to keep the wearer standing even under a continuous series of blows.
Armor of Shadows
A breastplate of blackened leather created to blend into darkness. Its matte surfaces absorb reflections and noise.
Armor of Vulnerability
Cursed armor that offers exceptional protection against one type of damage but leaves the wearer vulnerable to others.
Arrow-Catching Shield
A shield enchanted to draw arrows and projectiles toward its center, protecting nearby allies as well.
Ashen Scale Mail
A breastplate covered in ash-gray scales. The material retains heat without blackening further.
Ash Moth Cloak
A cloak covered in tiny scales like moth wings. Its fabric responds with flame against anyone who wounds the wearer.
Aslyferund's Elven Chain
Elven smith Aslyferund's masterpiece, created by gilding and enchanting elven chain through a process its maker refused to reveal.
Assassin's Dagger
A dagger made for a single lethal strike, often once owned by members of criminal guilds or professional assassins.
Atlatl
An ancient propellant used by hunters and warriors to increase the force and range of small javelins.
Axe of the Dwarvish Lords
One of the dwarven people's most important relics, a symbol of sovereignty, lineage, and mastery of the forge. It unites several powers traditionally attributed to the clans' greatest champions.
Azuredge
The renowned blue axe linked to the defense of Waterdeep. Traditions differ on its origin; in the stories of Baldur's Gate it is an especially destructive thrown weapon against undead.
Backlash Spear
A cursed spear that reacts violently whenever it is thrown. Its magic increases power and range but may turn against its wielder.
Balanced Hands Gloves
Perfectly symmetrical gloves designed to coordinate main-hand and off-hand weapons with equal precision.
Balduran's Cloak
The legendary cloak attributed to Balduran, worn by travel and battle yet still steeped in the famous explorer's magical protection.
Balduran's Plate Armor
The renowned armor attributed to Balduran, explorer and founder of the city that bears his name. It is a relic of travel, wealth, and authority.
Banded Armor
Medium-category combat protection, built to defend the body without completely sacrificing mobility.
Bandit Armor
Simple protection made from salvaged leather, straps, and uneven reinforcements. It is common among raiders, deserters, and street criminals.
Band of Support
A broad, sturdy band that inspires confidence when the wearer fights near their allies.
Barbarian Boots
Thick leather boots decorated with fur, teeth, and straps. They are made for running and fighting in extreme conditions.
Bard's Blade
A sword enchanted for fighters who turn music and swordplay into a single art. Known versions reward Charisma and the ability to inspire allies.
Bard's Gloves
Elegant, flexible gloves made not to hinder musical instruments, theatrical gestures, or spells.
Bardiche
A large polearm with an axe-like blade, common among northern infantry and guards tasked with stopping charges and riders.
Bark Armor
A druidic breastplate covered in layers of living bark. The fibers stiffen when they sense danger.
Barnabus's Collar
Barnabus's collar, made to identify and control an animal or captive creature.
Barovian Sunsword
The sun blade tied to the von Zarovich family and destined to oppose Strahd. Its physical blade was destroyed, but the hilt retains a blade of pure sunlight.
Bastard Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Battleaxe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Battlemage's Power Gloves
Gloves made for arcane warriors. Every successful weapon strike temporarily sharpens spell control.
Bearded Axe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Bec de Corbin
A polearm common among guards and heavy infantry, used to keep enemies at a distance and break charges.
Bedroll
A padded, rollable bedroll protected by a waxed sheet.
Belm
An ancient scimitar tied to the warrior druid Xan and found in the ruins of Ramazith's tower. In Baldur's Gate III it retains an almost unnatural lightness, allowing strikes of extraordinary speed.
Belt
A common leather belt with a metal buckle, useful for supporting clothes, light weapons, and small pouches.
Belt of Bludgeoning Resistance
A padded, enchanted belt that distributes the force of maces, hammers, falls, and impacts.
Belt of Bodily Health
A medical belt decorated with healing symbols, able to strengthen the body against disease, poison, and fatigue.
Belt of Cloud Giant Strength
A light belt decorated with silver and cloud motifs, able to instill the strength of a cloud giant.
Belt of Dwarvenkind
A dwarven belt decorated with braided beards and clan runes, able to convey the vigor and traits of dwarvenkind.
Belt of Fire Giant Strength
A belt of black scales and glowing metal, able to instill the devastating strength of a fire giant.
Belt of Fortitude
A thick belt that compresses and supports the torso, granting a more resilient constitution.
Belt of Frost Giant Strength
A belt lined with white fur and icy plates, steeped in the strength of frost giants.
Belt of Hill Giant Strength
A massive belt of rawhide and stone, capable of granting the strength of a hill giant.
Belt of Inertial Barrier
A psionic belt that creates an invisible field able to deflect arrows, stones, and other projectiles.
Belt of Masculinity/Femininity
An ordinary-looking cursed belt. Once fastened, it immediately alters the wearer's sexual characteristics.
Belt of Piercing Resistance
A belt reinforced with overlapping layers of leather and mail, able to disperse the force of arrows and points.
Belt of Protection
A belt reinforced with defensive runes that support body and reflexes against blows and magic.
Belt of Stone Giant Strength
A belt made from polished stone plates, able to grant the strength of a stone giant.
Belt of Storm Giant Strength
A dark-blue belt crossed by lightning, containing the near-divine strength of a storm giant.
Belt Pouch
A small pouch that can be reached easily without removing the backpack.
Berserker Axe
A cursed axe that feeds the vitality and fury of its wielder. Many warriors sought it for its power, only to discover too late that it demands blood at every provocation.
Bhaalist Armor
The ritual armor of Bhaal's assassins. Its dark leather and red plates are designed to close on the victim and turn every thrust into murder.
Bhaalist Assassin's Hood
The ritual hood of Bhaal's assassins. Its red stitching recalls blood spilled in the name of the Lord of Murder.
Bicorn of the Sea Beast
A large bicorn decorated with teeth, shells, and marine hide. It is associated with captains who face storms and monsters of the deep.
Bident of Thassa
The symbol and divine weapon of Thassa, goddess of the sea in Theros. The bident represents the oceans' mutability and the goddess's absolute authority over marine creatures.
Binding Bracers
Bracers covered with miniature chains and binding runes, made to hinder the target's movement.
Birthright
An elegant hat for those who consider magical talent a hereditary privilege. Its presence amplifies natural charisma.
Black-Plumed Helmet
A military helmet decorated with a long black plume. It is common among officers, knights, and elite guards.
Black Bow
A dark-finished bow remembered in several equipment collections and adventure tales. Its name has been given to different specimens, often associated with stealthy archers.
Black Dragon Mask
A black, corroded mask shaped like the skull of a swamp dragon. Drops of acid gather along its fangs.
Blackguard's Boots
Protection for the feet and legs, built to support the wearer during marches, jumps, and prolonged combat.
Blackguard's Gauntlets
Blackened gauntlets once worn by blackguards and fallen paladins. Their runes reward smites and necrotic attacks.
Blackguard's Plate
A suit of plate armor intended for fallen paladins and blackguards. Its dark surfaces absorb light and amplify the wearer's authority.
Blackguard's Sword
A sword consecrated to black knights and champions of dark powers. It symbolizes broken oaths, tyrannical authority, and necrotic magic.
Black Hand Servant's Gloves
Ritual gloves of Bane, decorated with a black hand. Unarmed strikes convey force and terror.
Blackjammer's Cutlass
The cutlass of the space pirate Blackjammer, featured in Spelljammer's fantasy adventures. It is an elegant weapon feared among astral crews and raiders.
Blackrazor
A sentient greatsword with a blade black as the void, found in White Plume Mountain. Blackrazor longs to devour souls and drives its bearer toward ever more powerful foes.
Black Skull Amulet
An obsidian amulet carved like a skull. Its eye sockets seem to contain impossible depth.
Blackstaff
The sentient staff of Waterdeep's Archmages holds a reserve of energy capable of restoring its bearer.
Black Sword
A dark-bladed sword associated in various chronicles with cursed knights, cultists, and champions of shadow. No single example is universally recognized.
Bladed Whip
A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.
Blade of Broken Mirrors
A sentient dagger of Tharizdun, made from jagged stone and engraved with a maze without beginning or end. The glabrezu Ragazuu dwells within, encouraging chaos, revolution, and betrayal.
Blade of Chult
A sword from the jungles of Chult, built to withstand humidity, poisons, and monstrous creatures. Several weapons bear this name without sharing a single history.
Blade of Mask
A sword consecrated to Mask, god of thieves and shadows. Its chronicles are bound to thefts, hidden identities, and betrayals among followers of the Lord of Shadows.
Blade of Rashemen
A blade from Rashemen, land of berserkers and witches. It is traditionally carried by warriors who fight in the service of the hathrans.
Blade of Roses
A sword decorated with floral motifs, associated with noble duelists and knightly orders. The name appears in multiple chronicles without a single origin.
Blade of Sacrifice
A ritual dagger used by cults that turn spilled blood into power. Each specimen bears marks from different ceremonies and has no single canonical history.
Blade of Shadows
A shortsword tied to rogues and assassins who fight in darkness.
Blade of the King Below
A shortsword that belonged to an ancient dwarven or gnomish sovereign of the Underdark. The blade is known for seeking weak points and protecting those who fight in darkness.
Blade of the Oppressed
A sword imbued with the pain of imprisoned souls. In Baldur's Gate it is associated with the Absolute's forces and the psychic manipulation of victims.
Blade of the Underground Mountain
A shortsword of githyanki craftsmanship sold at Rosymorn Monastery. It is best known as the Knife of the Undermountain King and favors critical hits and attacks against hidden enemies.
Bladesinger Mail
Elven chain mail built for Bladesingers, flexible enough to accompany steps, spells, and duels without hindrance.
Blaze Portyr's Flaming Fist Ceremonial Helmet
A ceremonial helmet tied to Blaze Portyr and the Flaming Fist. Its decorations represent military authority and civic service.
Blazer of Benevolence
An elegant bardic jacket, sewn for those who use music and words to support their companions. Every encouraging gesture also strengthens its wearer.
Blessed Bracers
Bracers consecrated with holy symbols, worn by warriors and priests seeking divine protection.
Blessed Sword of Tyr
A sword consecrated to Tyr, god of justice. It is entrusted to paladins, warrior judges, and champions charged with punishing those who openly violate the law.
Blood-Bound Blade
A Baldur's Gate sword that magically binds itself to its bearer. The bond makes the weapon more effective in their hands and less useful to anyone who tries to take it.
Blood Blade
A blade fueled by spilled blood. Known versions become more effective against wounded opponents or grant benefits when a creature is felled.
Bloodfury Axe
A greataxe that reacts to its wielder's blood. When the warrior nears defeat, the blade awakens and drives them to fight with mounting ferocity.
Blood Greataxe
A legendary axe of Wildemount that feeds on vitality stolen from its victims. It has been wielded by warriors seeking strength through death, often becoming dependent on the blade's power.
Blood Spear
The spear of Chief Kavan, a warrior revered by the corrupted druids of Yester Hill. Its point absorbs the vitality of fallen victims.
Bloodstained Amulet
An amulet stained with old, dark blood. It may be a keepsake, a piece of evidence, or a ritual object.
Bloodstained Signet Ring
A signet ring stained with dried blood, tied to a crime, an oath, or a violent succession.
Bloodthirst
The legendary dagger of Orin the Red. Together with Crimson Mischief, it forms the paired weapons of Bhaal's champion.
Bloodthorn
A dagger or short blade covered in blood runes. Its magic feeds on open wounds and makes bleeding harder to stop.
Blowgun
A slender hunting weapon used in jungles and swamps, often associated with poisoned darts, though the poison is not part of the weapon itself.
Blue Dragon Mask
A blue draconic mask threaded with small electrical discharges and adorned with a large frontal horn.
Blue Dragon Plate Armor
A breastplate built from scales and plates taken from a blue dragon. The metal holds a static charge that runs along its joints.
Blue Dragon Scale Mail
A breastplate of blue scales that crackle with static electricity. It is associated with deserts, storms, and blue dragons.
Bolas
A hunting weapon formed from connected weights, used to wrap around prey's legs and prevent escape.
Bone-Spiked Gloves
Barbarian gloves covered in bone spikes. Their structure strengthens attacks and pierces defenses that would normally resist them.
Bone-Spiked Helmet
A combat helmet made to protect head and face, often decorated with military insignia or its owner's symbols.
Bone Bow
A bow made from bone, horn, and sinew, common among nomadic tribes and peoples without suitable bow wood.
Bone Mail
A breastplate made from polished bones, hardened sinews, and necromantic plates. It creaks like a skeleton in motion.
Bookmark
Jarlaxle Baenre's dagger, Bookmark, used as both weapon and magical tool. Its playful name conceals one of the drow mercenary's most versatile blades.
Boomerang
A curved thrown weapon common among hunters and plains peoples, designed to return toward the thrower when it misses.
Boots of Avoidance
Duelist's boots with soft soles and reinforced ankles, made to turn a dodge into controlled movement.
Boots of Brilliance
Boots covered with small glowing gems. Each step can produce flashes intended to confuse observers.
Boots of Elemental Momentum
Armored boots set with small elemental crystals. Every fire, ice, lightning, or acid effect temporarily changes their stride.
Boots of False Death
Cold, pale boots associated with rituals that slow breathing, heartbeat, and every sign of life.
Boots of False Tracks
Explorer's boots whose soles leave tracks belonging to different creatures, confusing pursuers and predators.
Boots of Grit
Sturdy, battle-scarred boots associated with warriors who remain standing when most fighters would already have fallen.
Boots of Levitation
Weightless boots that lift the wearer from the ground when the command word is spoken.
Boots of Lightning Speed
Boots threaded with blue filaments that spark while running. The faster the wearer moves, the more electricity gathers in the soles.
Boots of Mobility
Flexible, ankle-reinforced boots made for fighters who must cross the battlefield without being slowed or stopped.
Boots of Persistence
Military boots made to keep marching even when the body is exhausted. Internal plates stiffen the stride and prevent sudden collapse.
Boots of Psionic Movement
Githyanki boots pulsing with mental energy. Their magic enables flight and turns aerial movement into psychic force.
Boots of Resolute Step
Metal boots that steady the wearer's stance while channeling magic.
Boots of Speed
Classic magical boots, extraordinarily light, that turn every step into a sprint too fast for the eye to follow.
Boots of Stealth
Soft, metal-free boots made to eliminate noise and obvious footprints.
Boots of Striding and Springing
Classic magical boots reinforced with invisible arcane springs that amplify the wearer's stride and jump.
Boots of Talos
Boots consecrated to Talos, decorated with plates resembling storm clouds. Their buckles crackle when the wearer calls lightning or thunder.
Boots of the North
Heavy fur-lined boots designed for the snow, ice, and winds of northern regions.
Boots of Uninhibited Kushigo
Soft monastic boots with almost no sole, made to transfer mental control directly into unarmed strikes.
Boots of Very Fast Blinking
Gnomish boots fitted with unstable buckles and teleportation runes. Each activation produces a brief spark and a sound like a blink.
Bouncing Breastplate
Armor crossed by metal conductors that accumulate electrical energy. Attackers may receive a returning shock.
Bow of Conflagration
A bow that wraps every arrow in a burst of flame.
Bow of Ehlonna
A bow consecrated to Ehlonna, protector of woods and wild creatures. Depictions show it as an elegant weapon used by rangers and forest guardians.
Bow of Fate
A magical bow known through various chronicles and treasure catalogs, always associated with the idea of an inevitable strike. Sources disagree on a single owner or origin.
Bow of Melodies
A bow that responds to the wearer's musical talent. Every drawn string produces a note, and the most skilled bard-archers turn battle's rhythm into precision and thunder.
Bow of the Banshee
A bow with a spectral voice able to spread terror among struck targets. At Grymforge, it is associated with Corsair Greymon and the Underdark's dangerous routes.
Bracers of Archery
Reinforced leather bracers that guide wrist and forearm, improving bow accuracy and control.
Bracers of Defense
Magical bracers that create a protective barrier around anyone fighting without armor or shield.
Bracers of Flying Daggers
Bracers fitted with small extradimensional compartments capable of producing perfectly balanced daggers.
Bracers of the Blinding Strike
Polished metal bracers that release a sudden flash when the wearer accelerates their movement.
Braided Leather Helmet
A light helmet formed from woven, hardened strips of leather. It is common among scouts and archers who want protection without metal weight.
Branding Amulet
An amulet with a heated point. Once activated, it brands the target with an elemental or physical weakness.
Brass Locket
A brass medallion with a warm, dull surface and no recognizable enchantment.
Breaching Charge
An explosive pack with an adhesive backing, designed for doors and walls.
Breastplate
A breastplate designed to protect the chest and shoulders with articulated plates, leaving the arms and legs free to move.
Brigandine
Medium-category combat protection, built to defend the body without completely sacrificing mobility.
Brimmed Hat
Un copricapo leggero di stoffa o feltro, indossato da viaggiatori e artisti per ripararsi dal sole e dalla pioggia. Non possiede proprietà magiche.
Brine Scimitar
A salt-corroded scimitar still steeped in sea magic. It is associated with sailors, aquatic cults, and creatures of the deep.
Broad-Bladed Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Broken Killing Collar
The remains of a control collar, broken and stripped of the magical mechanism that activated it.
Broken Shield
An old shield cracked by a devastating blow. What remains can still offer minimal protection.
Bronze Necklace
A simple bronze necklace, inexpensive and durable, worn as an everyday ornament.
Bronze Pendant
A simple bronze pendant, durable but without magical properties.
Bronze Ring
A simple bronze ring, durable and inexpensive, without supernatural properties.
Brooch of Protection
An enameled brooch that creates an invisible barrier against bolts of force and other magical attacks.
Broodmother's Revenge
An amulet made from fangs and poison sacs. Healing received awakens the toxin stored within.
Buckler
A small circular dueling shield strapped to the forearm and used to deflect blows without weighing down the hand.
Burnished Necklace
A burnished and polished metal necklace, elegant but without a recognizable enchantment.
Burnished Ring
A carefully burnished metal ring, valuable for its craftsmanship but nonmagical.
Bycocket
Un copricapo leggero di stoffa o feltro, indossato da viaggiatori e artisti per ripararsi dal sole e dalla pioggia. Non possiede proprietà magiche.
Calligrapher's Supplies
Nibs, inks, scrapers, and practice papers.
Callous Glow Ring
A golden ring that makes every source of light painful. Illuminated enemies suffer additional radiant wounds.
Caltrops
A bag of small four-pointed metal spikes.
Cap and Bells
A jester's headpiece covered in small bells. Better suited to performance than protection, it easily distracts observers.
Cap of Curing
A bardic cap embroidered with musical motifs. The notes of Bardic Inspiration awaken healing magic hidden in its seams.
Cap of Water Breathing
A soft cap decorated with shells and blue threads. Once worn, it lets the wearer breathe underwater as though it were air.
Cap of Wrath
A worn red cap steeped in the fury of previous owners. Its magic ignites when the wearer is injured.
Carnelian Ring
An ornamental ring set with orange carnelian, precious but nonmagical.
Carpenter's Tools
Handsaw, plane, chisels, square, and nails.
Carsomyr
Carsomyr, the Holy Avenger guarded by the dragon Firkraag and destined for paladins. Its power against evil and magic made it one of the most famous weapons in the adventures of Athkatla.
Cartographer's Tools
Compass, rulers, nibs, and measuring instruments.
Caster's Shoes
Light shoes made to stabilize the body while throwing weapons, stones, or improvised objects.
Caustic Band
A metal band covered with an acidic patina. Any weapon wielded by the wearer picks up a small amount of it.
Cavalry Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Celestial Fury
A katana forged by celestial smiths and owned by the slave lord Koshi. After his defeat, it became one of Athkatla's most coveted blades.
Censer of the Devout
A censer-flail consecrated to militant religious orders. When swung, it spreads sacred smoke that harms enemies with divine light and heals those fighting beside the wearer.
Cerebral Citadel Armor
A heavy illithid breastplate designed as a fortress for the mind. Its plates evoke the organic architecture of a mind flayer colony.
Cerebral Citadel Gloves
Illithid gloves with brainlike plates, designed to turn fear and charm into psionic elation.
Cestus
A reinforced fighting glove used by gladiators and wrestlers to make unarmed blows more dangerous.
Chain Mail
A long coat of interwoven metal rings, common among soldiers and cavalry for its reliable protection against cuts and punctures.
Chain Shirt
Protection made from interwoven metal rings, able to stop cuts and blows without the rigidity of a full breastplate.
Chain Sword
An exotic sword with segments or an integrated chain, used by fighters trained to strike from unpredictable angles.
Chakram
A sharp throwing disc common in some warrior cultures, prized for its fast, hard-to-track trajectory.
Champion's Chain
A ceremonial chain reserved for a champion of the Absolute. Its links bear inscriptions of command and authority.
Charon's Claw
The crimson sentient sword once wielded by the assassin Artemis Entreri. Accompanied by a magical gauntlet, it can fill the battlefield with burning, obscuring ash.
Cheetah Speed Amulet
An African amulet decorated with feline spots, made to release a cheetah's speed in short bursts.
Cinder and Sizzle Gloves
Blackened gloves, warm to the touch. Their seams spark and turn the wearer's punches into fiery blows.
Cinder Shoes
Shoes blackened by dust and embers yet never fully consumed by fire. Their soles retain a constant warmth.
Circle of Bones
A crown made from small polished bones, used by necromancers and crypt keepers to strengthen summoned servants.
Circlet
A simple ornamental metal circlet. It can serve as the base for enchantments or as a mark of rank.
Circlet of Blasting
A circlet set with red stones, made to release a rapid volley of fiery rays.
Circlet of Fire
A circlet warm to the touch and decorated with tongues of flame. Its magic quickens those who fight through fire.
Circlet of Hunting
A thin circlet worn by hunters tracking already marked prey. Its magic guides eye and hand toward the designated target.
Circlet of Mental Anguish
A metal ring engraved with neuron-like shapes. It feeds on enemies' mental collapse.
Circlet of Psionic Revenge
A githyanki circlet that returns part of the mental energy directed against the wearer to the attacker.
Claw's Will
A draconic weapon tied to an ancient dragon lord. Its power rewards domination, ferocity, and loyalty to dragonkind.
Claymore
A common weapon of the D&D worlds, used by soldiers, mercenaries, and adventurers.
Clean Bandages
Washed and rolled strips of linen.
Clever Thief's Belt
A thin belt full of hidden pockets, hooks, and small tools for locks and traps.
Climbing Harness
Straps, carabiners, and loops positioned to support weight without restricting movement.
Cloak
A common cloak of durable cloth, useful against wind and rain but without magical properties.
Cloak of Avarice
A heavy cloak woven with unused gold thread. Its value seems to grow with the wearer's wealth.
Cloak of Courage
A red-and-gold military cloak worn by warriors who must resist fear and lead their companions.
Cloak of Displacement
A cloak made from displacer beast hide. The wearer's image appears constantly offset from their true position.
Cloak of Elemental Absorption
A cloak embroidered with symbols of fire, frost, lightning, acid, and thunder, able to absorb an elemental attack and return its energy.
Cloak of Invisibility
A legendary cloak that bends light around its wearer, making them vanish from sight.
Cloak of Many Fashions
A cloak able to change color, fabric, and cut to imitate any ordinary garment.
Cloak of Nondetection
An unmarked cloak that obscures the wearer's aura, position, and magical identity.
Cloak of Protection
A classic cloak reinforced with a defensive enchantment that deflects blows and bolsters saving throws.
Cloak of Reflection
A cloak threaded with metal filaments that send electricity back toward the source of an attack.
Cloak of Refraction
A cloak with shifting surfaces that bend light and deflect some offensive magic.
Cloak of Stars
A dark cowl embroidered with tiny points of light. Its stars can detach from the fabric and become projectiles.
Cloak of Stars
A cloak embroidered like a night sky, able to produce stellar darts for use as weapons.
Cloak of the Bat
A black cloak with winglike folds, especially suited to blending into shadow.
Cloak of the Manta Ray
A smooth, dark cloak that takes the form of swimming fins when submerged.
Cloak of Unerring Strikes
A duelist's cloak designed to guide the off arm and correct mistakes in the most difficult attacks.
Closed Helmet
A heavy full-visored helmet, made to protect face, nape, and temples.
Club
A simple common weapon made from hardwood or reinforced wood and used by guards, commoners, and adventurers.
Coagulant Vial
An alchemical preparation that instantly hardens exposed blood.
Cold Death
Icingdeath, the scimitar of Drizzt Do'Urden, recovered from the lair of the white dragon Ingeloakastimizilian. It protects its bearer from fire and is especially harmful to fiery creatures.
Color Spray Ring
An iridescent ring that splits light into a cloud of blinding colors.
Combat Knife
A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.
Combat Lasso
A reinforced noose attached to a spring mechanism.
Combat Stimulant
A syringe or vial of substances that temporarily suppress pain and fatigue.
Comfortable Soft Shoes
Padded, silent shoes designed more for long days of walking than protection.
Comfortable Striding Boots
Extremely comfortable boots that support the foot during endless marches and reduce fatigue.
Commander's Plate Armor
Ceremonial military armor intended for high-ranking officers. Its breast insignia reminds the wearer that their presence must guide the entire unit.
Common Alchemist's Supplies
Vials, tongs, a small burner, and basic reagents.
Common Antidote
A bitter mixture prepared to counter common toxins.
Common Brass Locket
A common mass-produced brass medallion, inexpensive and without notable decoration.
Common Healer's Kit
Bandages, needles, thread, splints, and simple disinfectants.
Common Herbalism Kit
Shears, mortar, pestle, pouches, and a handbook of common plants.
Common Thieves' Tools
A leather case containing lockpicks, slender levers, and small hooks of ordinary make.
Compass
An instrument with a magnetic needle kept in a brass case.
Composite Bow
A common weapon of archer formations, made for accurate ranged attacks and widespread in armies, militias, and adventuring companies.
Composite Longbow
A common weapon of archer formations, made for accurate ranged attacks and widespread in armies, militias, and adventuring companies.
Composite Shortbow
A common weapon of archer formations, made for accurate ranged attacks and widespread in armies, militias, and adventuring companies.
Concentrated Antitoxin
A vial of purified reagents capable of neutralizing numerous poisons.
Concussion Bomb
A metal sphere filled with explosive powder and heavy fragments.
Cooking Pot
An iron pot with a lid, handle, and small utensils.
Copper Band
A simple copper band with no stones or magical abilities.
Copper Ring
A common copper ring, easy to produce and without special properties.
Cormyrean State Sword
A ceremonial blade representing the authority of Cormyr's Purple Crown. It is entrusted to champions, officers, or emissaries charged with acting in the kingdom's name.
Corsesca
A polearm common among infantry, designed to control distance and counter armored enemies or riders.
Corthala Family Armor
The hereditary armor of the Corthala family, worn by Valygar. It moves lightly but is protected by numerous enchantments against magic and mental manipulation.
Coruscation Ring
A silvered ring that gathers surrounding light. The wearer's spells leave luminous spheres on enemies that impair their accuracy.
Corvid Symbol
A black talisman dedicated to the Raven Queen. Feathers and claws evoke the passage between life, death, and memory.
Cowl of Mental Drain
An illithid cowl that retains fragments of memories and thoughts. Every mental resistance by the wearer weakens the attacker's mind.
Crab's Sight Ring
A ring decorated with crustacean eyes. Its magic expands peripheral vision and improves underwater perception.
Cracked Helm of Shar
A dark helmet once worn by a servant of Shar. A crack runs across its visor, but the shadow runes are not entirely extinguished.
Crampons
Metal spikes attached beneath boots to improve grip.
Craterflesh Gloves
Gloves formed from hardened crater matter. Their surfaces open into small fractures when the wearer scores a critical hit.
Crescent Blade
A curved, moon-shaped blade used by duelists and ceremonial warriors in various cultures across the worlds of D&D.
Crimson Mail
A breastplate of red and dark rings, associated with fighters who turn wounds and blood into determination.
Crimson Mischief
The legendary shortsword of Orin the Red, Bhaal's chosen. The blade is made to exploit every opening and inflict mounting suffering on already weakened victims.
Crimson Mischief
The legendary shortsword of Orin the Red. Together with Bloodthirst, it forms a pair of weapons dedicated to Bhaal's ritual murders.
Crossbow of Accuracy
A crossbow built and enchanted to minimize vibration and deviation. It is sought by marksmen who value accuracy over speed.
Crossbow of Guidance
An extremely accurate heavy crossbow, designed to correct its aim and guide the bolt toward the target's most vulnerable point.
Crow's Beak
A polearm common among infantry, designed to control distance and counter armored enemies or riders.
Crowbar
A sturdy iron crowbar, useful for forcing doors, chests, and nailed boards.
Crown Scale Mail
A breastplate intended for paladins of the Crown and defenders of established authority. Its metal emblems evoke duty and discipline.
Cruel Nobility
A rapier tied to Baldur's Gate's cruel weapons. Its refined noble craftsmanship conceals an enchantment designed to make precise strikes devastating.
Cruel Shortbow
A shortbow enchanted to make perfect strikes even more lethal. It is favored by patient marksmen who wait for the exact moment to hit a vital point.
Cruel Sting
A Baldur's Gate blade built to inflict particularly painful wounds. It belongs to a series of cruel weapons that reward critical hits.
Cruel Sting
A slender blade belonging to the series of cruel weapons. It is built to turn a critical hit into a devastating wound.
Crusader's Blade
A blade consecrated to warriors engaged in holy campaigns. The name has been given to multiple weapons, generally associated with paladins, war clerics, and militant orders.
Crusher's Ring
The massive ring once worn by the goblin Crusher. Its raw energy makes the wearer's stride surprisingly swift.
Cryogenic Bomb
An insulated orb containing reagents that draw heat from the explosion.
Crypt Lord Ring
A funerary ring once owned by a powerful necromancer, able to summon an undead servant.
Cultist's Dagger
A ritual dagger used by dark cults for sacrifices and blood oaths. Its decorations vary with the worshiped deity or entity.
Cunning Brume Cloak
A gray cloak that releases a dense cloud when the wearer withdraws from close combat.
Curled-Toe Shoes
Decorative shoes with upturned toes, common among merchants, performers, and travelers from distant lands.
Cutlass
A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.
Cutthroat
A dagger or knife favored by assassins and pirates. Its short, curved blade is designed for quick strikes to the throat or arteries.
Dagger
A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.
Dagger
A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.
Dagger of Blindsight
A dagger that sharpens its wearer's senses beyond ordinary sight. It is useful in darkness, fog, and against invisible creatures.
Dagger of Shar
A dagger consecrated to the Lady of Loss, used in Dark Justiciar trials and the goddess's secret rites.
Dagger of Silence
A dagger made for assassins and secret agents. Its magic muffles sounds and words around the victim.
Damaged Dark Justiciar Armor
Armor once worn by a Dark Justiciar of Shar. Its broken plates still retain some shadow magic.
Damaged Padded Armor
A protective garment made from many layers of quilted cloth, inexpensive and easy to repair even while traveling.
Dao
A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.
Daredevil Gloves
Spellcaster's gloves reinforced at the knuckles, made to cast magic at close range without hesitation.
Dark Chain Mail
A coat of blackened, nonreflective rings, built for warriors who operate in darkness.
Dark Displacement Gloves
Dark throwing gloves enchanted to exchange the wearer's position with that of the creature struck.
Darkfire Bow
A legendary bow of Amkethran, known for its incredible firing speed and protection against fire and frost. Its most powerful versions seem forged from shadow itself.
Darkfire Shortbow
A shortbow wrapped in magic that combines heat and cold. Sold by Dammon, it carries echoes of infernal forges without consuming its wielder.
Dark Justiciar Boots
Protection for the feet and legs, built to support the wearer during marches, jumps, and prolonged combat.
Dark Justiciar Gauntlets
Gauntlets consecrated to Shar. Their black plates guide necrotic attacks and darkness-bound curses.
Dark Justiciar Half Plate
Medium armor worn by warriors consecrated to Shar. Its dark metal favors those who fight away from the light.
Dark Justiciar Half Plate
Ceremonial armor of Shar made from black plates and purple cloth. Shadow seems to gather in its joints.
Dark Justiciar Helmet
A helmet consecrated to Shar and worn by her elite warriors. In darkness, its engravings seem to disappear.
Dark Justiciar Mask
A ceremonial mask of Shar, expressionless and made to erase the identity of the warrior who wears it.
Dark Moon Cloak
A black cloak tied to monks of the Dark Moon, able to conceal the wearer and protect against magic.
Dark Ring
A black ring that absorbs light and makes movement through darkness easier.
Darksteel Shield
A darksteel shield with cold, black surfaces, able to disperse heat, frost, acid, and electricity.
Dart
A common thrown weapon, light and balanced to strike the enemy before close combat begins.
Dawnbearer
Dawnbringer, the sentient sword found deep in the Underdark. Its blade of sunlight hates darkness and undead.
De'Arnise Signet Ring
The De'Arnise family signet ring, a symbol of noble authority and hereditary right.
Dead Man's Chain Mail
A chain shirt that belonged to a now-forgotten warrior. Its cold rings retain a necrotic echo.
Deathstalker's Mantle
The cloak granted to Bhaal's favored assassins. After a kill, its fabric wraps around the wearer and hides them from the survivors' eyes.
Deep Night Armor
A breastplate of dark leather made for rogues and assassins. It absorbs light and makes the wearer harder to distinguish in shadow.
Deep Night Leather
Renowned thief's armor, dark and nearly silent. Its magic provides means of escape and protection against traps.
Defender's Flail
A flail created to commemorate victory over the devil Belhifet at Easthaven. It crossed Faerûn to become a prized defensive weapon even in Baldur's Gate.
Defender Greataxe
A greataxe sold by Quartermaster Talli at Last Light. Its magic allows the warrior to surrender some offensive power to protect themselves during the battle's most dangerous moment.
Dekella, Bident of Thassa
Dekella is the personal bident of Thassa, goddess of the sea in Theros. The artifact appears and disappears with the tides and may be temporarily entrusted to a champion chosen by the goddess.
Delryn Family Shield
The hereditary shield of the Delryn family, carried by Anomen. Its family emblems are protected by enchantments against elements and projectiles.
Delver's Plate Armor
Heavy armor created for warriors exploring ruins, mines, and underground complexes. Its plates are reinforced against cave-ins and ambushes.
Demolition Kit
Wedges, fuses, small tools, and materials for preparing break points.
Demon Armor
A suit of plate armor shaped with claws and demonic faces. Its curse binds the metal to the wearer and turns the gauntlets into weapons.
Derivation Cloak
An alchemical cloak that absorbs toxins applied to enemies and converts them into life energy.
Despair of Athkatla
The personal staff of Lorroakan, a wizard from Athkatla and master of Ramazith's Tower. Its decorations retain his irascible temperament and pour his ambition into the spellcaster who wields it.
Devilfoil Mask
A metal infernal mask used by legionaries and cultists to merge their voices and fight as a single formation.
Devoted Servant's Gibus
A small, elegant top hat worn by a religious servant who combined good manners with absolute devotion.
Devotee's Mace
A sacred mace intended for a deity's most faithful servants. Its power grows through devotion and supports both prayer and combat.
Diadem of Arcane Synergy
A diadem made from metals of many worlds. When the wearer changes an enemy's status, arcane energy immediately passes into the weapon.
Dirk
A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.
Disguise Kit
Makeup, wigs, pigments, prosthetics, and small accessories.
Disinfectant Powder
A white powder used to clean wounds and instruments.
Djinni Ring
A golden ring linked to a lesser djinni. A small air current gathers around its stone.
Dlardrageth Blade
A sword of the daemonfey house Dlardrageth, steeped in necrotic energy and warded against infernal heat.
Dog Collar
A simple leather collar with a metal buckle, intended to identify a pet or guard dog.
Dolor Amarus
The dagger of the serial killer Dolor, still damp and unpleasantly warm to the touch. It retains the memory of his murders and rewards precisely placed blows with lethal accuracy.
Doombringer Bow
A magical bow whose name appears in collections of adventuring weapons but without a single history or owner. It is remembered chiefly as a portent of doom for its chosen target.
Doom Claw
A small magical claw of sickly, sinister appearance. Its unhealthy light can weaken a victim's body when the strike finds a vulnerable point.
Double-Bladed Sword
A sword with a blade at each end of the hilt, rare and difficult to control without injuring oneself.
Double Bow
An exotic weapon with a split structure, designed to fire two shots in quick succession. It is rare and difficult to master.
Double Crossbow
A rare crossbow with two firing tracks, built to launch two bolts almost simultaneously.
Double Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Dowry Ring
A simple but precious wedding ring, prepared as part of a family dowry and tied to promises never fully kept.
Dragonfang Dagger
A dagger made from a draconic fang. It retains some of the original creature's elemental energy and ferocity.
Dragon Helm
A helmet shaped like a dragon's head, with scales and horns taken from a draconic creature.
Dragon Scale Mail
Magic armor built from carefully overlapping dragon scales. The armor's color and energy depend on the dragon from which they came.
Dragon Scale Shield
A shield formed from large overlapping dragon scales, each still steeped in elemental energy.
Dragon Wing Bow
A bow made from draconic bones, scales, and membranes. Each specimen retains some of the dragon's energy and transfers it to its shots.
Dream Boots
Boots decorated with lunar symbols and dreamlike spirals. Their steps seem lighter when the mind enters an altered state.
Dreamwalker Plate
A githyanki breastplate marked with dreamlike symbols and astral coordinates. Its plates seem lighter during travel and psionic leaps.
Drow Blade
A light, sharp blade of drow craftsmanship, made in Underdark forges for duels, ambushes, and assassinations.
Drow Crossbow
A crossbow made in Underdark cities, compact and silent. It is often associated with drow patrols, assassins, and poisons even when the weapon itself contains no toxin.
Drow Crossbow
A drow-style crossbow, light and suited to ambushes in tunnels. Its compact profile allows use in the cramped spaces of the Underdark.
Drow Elven Chain
A shirt of exceedingly fine rings forged in the Underdark. It is dark, silent, and suited to fighters who combine magic and stealth.
Drow Full Plate
A complete suit of armor forged in the drow cities of the Underdark. Its metal is light and durable in darkness, but its magic may deteriorate in sunlight.
Drow Leather Armor
Light protection of drow craftsmanship, flexible and dark, built for ambushes and combat in the Underdark.
Drow Leather Boots
Drow boots of dark, perfectly silent leather, made for Underdark patrols and assassins.
Drow Leather Gloves
Drow gloves of silent black leather, made to protect the hands without hindering stealth or accuracy.
Drown
One of the four great elemental artifacts of the Prophets of the Apocalypse, tied to the Cult of the Crushing Wave. The trident radiates abyssal cold and tries to draw its bearer toward a destructive vision of the sea.
Drow Piwafwi
A drow cloak woven from Underdark fibers, light and silent. In darkness it blends the wearer's outline with the surrounding shadow.
Drow Plate Armor
A suit of plate armor of drow craftsmanship, made with Underdark alloys and enchantments that work best away from sunlight.
Drow Shield
A shield forged in the drow cities of the Underdark. Its metal is light and powerful in darkness but unstable in sunlight.
Drow Studded Leather Armor
Light armor made in drow cities. Its dark leather and slender studs aid silent movement.
Druid's Leather Armor
A simple leather breastplate decorated with leaves, bones, and natural symbols, common among druids and guardians of the wilds.
Druidic Bracers
Bracers woven from roots, bark, and small nature symbols, used by druids and woodland guardians.
Dueling Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Duelist's Gloves
Close-fitting gloves for those who fight with one weapon while keeping the off hand free.
Duelist's Prerogative
A legendary rapier intended for those who fight with a single weapon and no shield. It represents the pinnacle of individual swordsmanship in Baldur's Gate.
Dwarven Armored Boots
Heavy dwarven boots with plates over the foot and ankle, made to hold position even against violent pushes.
Dwarven Axe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Dwarven Greaves
Heavy greaves forged to dwarven proportions—low and sturdy, able to anchor the wearer to the ground.
Dwarven Plate
A heavy dwarven breastplate forged from thick metal with perfect joints. It is built to withstand blows and forced movement that would fell an ordinary warrior.
Dwarven Splint Armor
A heavy dwarven breastplate made of perfectly aligned splints. It is built to support sturdy physiques and improve a warrior's endurance.
Dwarven Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Dwarven Thrower
A warhammer of the D&D worlds, used by dwarves, knights, and soldiers to focus force against armor and shields.
Dwarven Throwing Hammer
A traditional magical hammer of dwarven champions, made to be thrown at an enemy and return to its owner's hand after the strike.
Dwarven Urgrosh
A tangible weapon of D&D fantasy worlds, used by warriors, adventurers, or members of a specific tradition.
Dyrrn's Tentacle Whip
A symbiotic whip created by Dyrrn the Corruptor, daelkyr lord of Eberron. The weapon is a living organism that merges with the bearer and responds with psychic impulses.
Eagle Bow
A bow decorated with feathers and bird-of-prey motifs, traditionally associated with scouts and archers attacking from high ground. It has no single canonical history.
Edwin's Amulet
Edwin Odesseiron's personal amulet, covered in Thayan formulae and wards against magical interference.
Efreeti Chain Mail
Chain mail forged in elemental fire. Its searing rings do not burn the wearer and respond to the language of elementals.
Egons's Shield
A named shield that belonged to Egons, richly decorated and built according to the military traditions of the Sword Coast.
Electric Bomb
A device that explodes in a violent electrical discharge across the surrounding area.
Elegant Studded Leather Armor
One of the finest suits of light armor available in Baldur's Gate. Its workmanship combines discretion, speed, and immediate magical protection.
Elf's Lone Left Boot
A single finely crafted elven boot, left without its mate. The pair's magic is now almost entirely useless.
Elven Bow
A bow of elven craftsmanship, made from selected woods and techniques passed down for generations. The name describes several specimens, not a single artifact.
Elven Bow
An elegant, perfectly balanced bow made by elven artisans for rangers, sentinels, and forest warriors.
Elven Breastplate
A thin, perfectly balanced elven breastplate, able to protect without hindering reflexes or movement.
Elven Chain Shirt
An elven chain shirt so fine it can be worn beneath ordinary clothes. Its metal does not hinder movement or reflexes.
Elven Cloak
An elven cloak in shifting hues, able to blend with leaves, stone, and shadow when the wearer remains still.
Elven Rapier
A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.
Emberbreaker Gloves
Spellcaster's gloves designed to deflect arrows and bolts with a force barrier.
Embroidered Bycocket
A light headpiece worn by travelers, spellcasters, or performers; its usefulness comes more from enchantment than material protection.
Embroidered Hat
A common headpiece decorated with colored threads. Its quality depends on the artisan, and it has no notable history.
Emerald Ring
An ornamental ring set with a deep-green emerald, without supernatural properties.
Emergency Parachute
A compact bundle containing a large sheet and supporting ropes.
Energy Ration
A compact mixture of nuts, honey, dried fruit, and stimulating spices.
Enforcer's Shield
A rigid, severe military shield associated with enforcers charged with maintaining order through force.
Enkidu's Full Plate
A renowned suit of full armor from the adventures of Athkatla. Its enchantment is unadorned but provides superior protection and slight resistance to magic.
Envoy's Amulet
A diplomatic amulet given to myconid envoys. Its magic makes an ally's words more persuasive.
Ephixis, Bow of Nylea
Nylea's divine bow concentrates the warmth of summer in the first arrows of every battle.
Estoc
A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.
Ethereal Boots
Semi-transparent boots that seem to skim the ground without touching it. They were made for travelers able to cross the boundaries between planes.
Evasive Shoes
Thin, flexible shoes designed to shift weight quickly and evade a blow at the last instant.
Ever-Burning Blade
The flaming greatsword of Commander Zhalk, encountered aboard the nautiloid. Its flame burns permanently along the edge without consuming the blade.
Everard's Sling
The renowned sling of Everard, able to create its own magical ammunition. It was one of the most reliable ranged weapons in Athkatla's final battles.
Excellent Alchemist's Supplies
A refined collection of alembics, lenses, scales, and certified reagents.
Excellent Herbalism Kit
A complete case containing lenses, dryers, and preservation reagents.
Excellent Thieves' Tools
Extremely fine, tempered, numbered tools kept in a padded case.
Expedition Tent
A reinforced, spacious tent with a double canopy.
Explorer's Pole
A long reinforced wooden pole, used to probe floors, depths, and suspicious passages.
Explorer's Ring
A traveler's ring engraved with mountains, paths, and stars, useful for navigation and crossing difficult terrain.
Explosive Chalk
A crumbly chalk stick that leaves a trail reactive to impacts.
Extracting Gloves
Gloves fitted with small hooks and retractable pincers, designed to extract objects, components, or fragments precisely.
Fabricated Arbalest
A complex heavy crossbow made for Enver Gortash, more like a miniature siege engine than an ordinary weapon. Its infernal mechanisms produce blinding rays and branding shots.
Faded Drow Leather Armor
An old drow breastplate whose magic has nearly faded. The quality of its leather nevertheless remains superior to that of ordinary armor.
Family Ring
A ring passed down through a family, important for its sentimental and heraldic value rather than magic.
Fane-Eater
A legendary axe forged to fell priests, temples, and divine champions. Its name is a warning to those who trust too much in the gods' protection.
Feathered Angelic Helmet
A light helmet decorated with white feathers and celestial motifs. It is worn during ceremonies and sacred oaths.
Feathered Braggart's Hat
A showy hat with a large feather, made for those who face every situation with theatrical arrogance and cutting words.
Feather Token of Falling
A large white feather that becomes heavy when its bearer falls.
Feywild Sparks Ring
A fey ring crackling with unpredictable magic. Every spell may summon a phenomenon from the Feywild.
Fierce Golden Helmet
A golden helmet shaped with aggressive lines and a visor like a beast's muzzle. It is designed to intimidate as much as protect.
Finely Crafted Boots
Elegant boots made from quality leather with almost invisible stitching. They are intended for nobles, merchants, and appearance-conscious adventurers.
Fire Javelin
A forge-blackened javelin wrapped in incendiary runes. Its heat gathers at the point only when thrown.
Fireproof Wax
A waxy coating that burns slowly and protects sensitive materials.
Firetooth Crossbow
The renowned Firetooth crossbow, able to create its own burning bolts. It is one of the most powerful ranged weapons found during the events of Athkatla and Amkethran.
Firm-Soled Boots
Boots with broad soles and deep grooves, made to maintain balance on rock, mud, and rubble.
Firzu's Trading Ring
Firzu's merchant ring, engraved with symbols of trade and minor formulae of persuasion.
Fishing Kit
Line, hooks, floats, sinkers, and a small knife.
Fistbreaker Helm
A light headpiece reinforced at the brow, used by tavern brawlers and monks who face blows at close range.
Flail
A weapon of war consisting of a handle and connected head, able to bypass shields and parries through unpredictable movement.
Flail of Ages
A flail assembled from several elemental heads at de'Arnise Keep. In the Bhaalspawn's hands, it became one of Athkatla's most powerful weapons.
Flail of the Gods
A sentient blade or sword also known as Godsbane, tied to the divine intrigues of the Forgotten Realms. The weapon's name concealed a nature far more complex than mortals perceived.
Flail of Tiamat
A legendary five-headed flail, each head tied to one of the chromatic dragons. Its history predates Tiamat's current forms and is shrouded in myths of the goddess's fragmentation.
Flame Enamelled Armor
Medium armor covered in red and gold enamel. Its plates retain heat and can envelop the wearer in defensive fire.
Flaming Fist Helmet
The standard helmet of Flaming Fist officers. Its sturdy shape is instantly recognizable in the streets of Baldur's Gate.
Flammable Oil
A flask of thick oil that burns readily.
Flash Bomb
A capsule of luminous reagents and metal powder.
Flash Powder
A metallic powder that produces an intense flash when scattered.
Flawed Helldusk Armor
An incomplete version of infernal armor, forged by Dammon from metal brought from Avernus. Its plates retain an uneven but dangerous heat.
Flawed Helldusk Gloves
An incomplete prototype of the infernal gloves. Its glowing plates offer power, though less than the final model.
Flawed Helldusk Helmet
An incomplete prototype of the infernal helmet, forged by Dammon from metal of Avernus. Its glowing runes work irregularly but powerfully.
Fleshmelter Cloak
A corrosive cloak that oozes acidic vapors when struck. Its fibers seem made from semi-living alchemical tissue.
Flint and Steel Gloves
Gloves plated with flint and steel that spark whenever the wearer deals fire damage.
Foe-Breaker
A great legendary weapon created to overcome the defenses of the toughest opponents. The name has been given to several examples in adventure chronicles.
Foebane
A bastard sword forged for Fflar Starbrow Melruth and wielded against fiends and shapechangers. It was broken and later reforged, regaining some of its ancient power.
Folding Grappling Hook
A compact grappling hook with folding arms and reinforced joints.
Folding Shovel
A short shovel with a folding handle, sturdy enough for earth and gravel.
Folding Splint
An articulated splint with straps, adjustable for arms and legs.
Folding Stretcher
Two telescoping poles and a durable sheet, compact enough to carry in a backpack.
Fool's Blade
An eccentric blade that pours a psychic impulse into the first opponent struck in battle.
Forest Arrow Cloak
A green cloak once worn by a renowned archer of the High Forest. Its folds guide the movement of arms and arrows.
Forged Steel Sword
A Baldur's Gate sword made from carefully tempered steel. It has no legendary history, but represents a military weapon of superior quality.
Forgery Kit
Nibs, inks, waxes, papers, and small seals stored in a flat box.
Forked Lightning Fingers
Thin gloves with metal conductors along the fingers. Every unarmed strike produces a small electric discharge.
Formidable Helmet
A sturdy helmet with a thick brow and imposing visor. Its appearance communicates solidity and confidence.
Fortress Shield
A massive shield designed as a portable wall, with overlapping plates and internal reinforcements.
Fossilized Shield
A shield made from an ancient petrified carapace. Its veins tell of a creature that lived in a distant age.
Fragmentation Grenade
A grooved iron sphere filled with explosive powder.
Frog-Mouth Helm
A large tournament helmet with a narrow eye slit and projecting visor. It provides magnificent protection from frontal attacks.
Frost Javelin
A javelin made from white wood and enchanted ice, used by hunters of arctic regions and warriors associated with frost giants.
Frost Vial
An insulated container filled with reagents that rapidly absorb heat.
Full Plate
A complete suit of overlapping metal plates intended for knights and fighters trained to bear the weight of the strongest protection.
Fyrus's Shield
Fyrus Khal's shield, designed to protect an entire party from elements and magic without sacrificing personal defense.
Gambler's Necklace
A necklace of dice, coins, and lucky charms. Once per day, it allows a decisive moment to be entrusted to chance.
Gaming Set
Dice, cards, tokens, and small tools for checking their authenticity.
Gargoyle Boots
Heavy gray boots shaped like stone paws. Their magic temporarily hardens the wearer's skin.
Garnet Ring
An ornamental ring set with a dark-red garnet, without magical properties.
Gauntlets of Hill Giant Strength
Enormous gauntlets engraved with giant runes, capable of granting the wearer superior strength.
Gauntlets of Ogre Power
Heavy gauntlets decorated with knots and fangs, able to instill the brutal strength of an ogre.
Gauntlets of Surging Accuracy
Thin gauntlets that stiffen during a surge of action, correcting every subsequent blow.
Gemini Gloves
A pair of identical gloves linked by a single arcane circuit. A gesture made by one hand is duplicated by the other.
Gesen Bow
The bow of the warlord Gesen Khan, completed by reassembling its scattered parts. It generates electric bolts of its own and, according to legend, its power caused the death of its first owner.
Ghoul Hide Armor
A macabre breastplate made from the treated skin of a ghoul. The material retains some of the creature's unnatural resilience.
Giant-Slayer Sling
A sling built to prove that even a small weapon can bring down an enormous foe. It is favored by halflings and giant hunters.
Giantbreaker
A heavy crossbow built to destabilize enormous foes. Sold by the Zhentarim, it imparts increasing recoil to its victims.
Gift of Night
Light armor shrouded in faint darkness. It was created for infiltrators who regard the night as protection.
Gift of Peace
A simple headpiece and symbol of truce and moderation. Its magic steadies the wearer's mind.
Githyanki Boots
Githyanki military boots made from astral leather and angular plates. They are designed for jumps, irregular gravity, and planar combat.
Githyanki Breastplate
Astral armor of angular plates and durable fabrics, made for warriors accustomed to fighting between worlds.
Githyanki Greaves
Astral greaves with angular plates, made for movement through shifting gravity and alien terrain.
Githyanki Psionic Greatsword
A githyanki greatsword empowered by psionic energy, reserved for warriors capable of channeling mind and discipline through the blade.
Githyanki Psionic Sword
A githyanki sword steeped in mental energy. Astral warriors use it to combine martial discipline with psychic attacks.
Gladiator's Blade
A ceremonial sword carried in arenas and public combats. Its value comes as much from the reputation of its former champions as from the quality of its enchantment.
Gladius
A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.
Glaive
A polearm common among infantry, designed to control distance and counter armored enemies or riders.
Glittering Moonbow
A silver bow bound to moonlight, made for guardians and nocturnal hunters.
Gloomstrand Shield
A dark shield woven from shadow fibers, created for sentinels who must remain hidden while fighting on the front line.
Glorious Belt of the Imposing Mage
An excessively decorated belt once owned by a wizard convinced that arcane greatness should be evident even in clothing.
Gloves
A common pair of cloth or leather gloves, useful against cold and abrasion but nonmagical.
Gloves of Archery
Reinforced leather bracers and gloves that protect the forearm and steady a bowstring.
Gloves of Belligerent Skies
Metal gloves that vibrate when the wearer deals radiant, lightning, or thunder damage.
Gloves of Dexterity
Thin, perfectly fitted gloves that guide every finger movement and instinctively correct aim.
Gloves of Extraordinary Specialization
Gauntlets made for a fighter wholly devoted to a single discipline, able to quicken its rhythm and precision.
Gloves of Fire Resistance
Gloves lined with salamander hide and fireproof thread, made for handling glowing metal and flame.
Gloves of Healing
White gloves consecrated to benevolent deities, designed to channel healing energy through simple touch.
Gloves of Heroism
Paladin gloves decorated with symbols of courage. Their magic activates when the wearer invokes their oath.
Gloves of Mental Drain
Illithid gloves that turn psychic damage into gradual erosion of the target's mind.
Gloves of Spell Might
Arcane gloves embroidered with aggressive formulae. Their runes sacrifice some accuracy to increase the power of every magical impact.
Gloves of Succor
Soft suede gloves designed to provide a reassuring touch during healing and paladin prayers.
Gloves of the Baneful Strike
Dark gloves steeped in weakening magic. Every strike can reduce the victim's accuracy and resilience.
Gloves of Thievery
Ultra-thin gloves that make the fingers more sensitive and movement quieter during theft and lockpicking.
Gloves of Uninhibited Kushigo
Monastic gloves designed to transfer balance and strength into thrown weapons, stones, and objects.
Gloves of Weapon Expertise
Military gloves marked with grip patterns, designed to grant familiarity with many weapons.
Gloves of Weapon Mastery
Gloves once worn by weapon masters, worn by thousands of drills yet still able to guide grip and trajectory.
Gold Band
A polished gold band, precious but devoid of supernatural abilities.
Golden Belt of Urnst
A splendid gold belt from Urnst, designed to deflect blades and slashing blows.
Golden Heraldic Helm
A gold-plated military helmet decorated with a crest, intended to make a commander recognizable on the battlefield.
Gold Necklace
A well-crafted gold necklace, valuable but without magical properties.
Gold Pendant
A well-crafted gold pendant, precious but without supernatural properties.
Gold Ring
A simple gold ring, valuable and suitable for sale or as the base for an enchantment.
Gontr Mael
A legendary longbow built by the Gondians and guarded by the Steel Watch Titan. Its elven name means death delivered from the sky.
Gordis's Dog Collar
Gordis's collar, marked by scratches, fur, and a tag bearing its owner's name.
Gorgon Plate Armor
A heavy breastplate decorated with serpentine heads and surfaces resembling a gorgon's hide. It was created to resist paralysis, restraint, and petrification.
Gram, Sword of Grief
The Sword of Grief once wielded by the hero Siegfried and later by the dragon Abazigal. A serpent motif on the pommel foreshadows the poison held within the blade.
Grandmaster's Armor
Fine light armor intended for a master of martial arts. Every seam is positioned so as not to interfere with strikes, parries, or swift movement.
Grappling Hook
A four-pronged iron hook designed to be thrown and secured to ledges.
Greataxe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Greataxe
A greataxe common among barbarians, mercenaries, and wilderness warriors, built to focus all of its wielder's strength into a single blow.
Greatclub
A common heavy weapon used by powerful fighters to smash shields, armor, and enemies through sheer impact.
Greater Amulet of Health
A powerful amulet formed from a pulsing red gem, able to grant the body superhuman endurance.
Greater Healing Potion
A dense, gleaming potion prepared with expensive reagents.
Great Helm
A cylindrical helmet that completely encloses the head. It is simple, heavy, and reliable.
Great Helm
A large closed helmet that completely encloses the head. It offers some of the strongest protection but restricts sight, hearing, and ventilation.
Great Mace
A common heavy weapon used by powerful fighters to smash shields, armor, and enemies through sheer impact.
Greatsword
A large two-handed sword, common among heavy warriors and champions who favor power and reach over speed.
Green Dragon Mask
A green mask with serpentine lines, steeped in poisonous vapors and manipulative magic.
Greenstone Amulet
A powerful psionic amulet built around a green stone, famous for its protection against mental attacks.
Grounding Boots
Boots with metal soles and discharge runes, designed to disperse electricity into the ground before it passes through the wearer's body.
Grovelthrash
A sentient hammer forged for Torog, the Crawling King, before the Calamity of Exandria. Screaming faces are carved into its obsidian, and a cruel creature within longs to humiliate and destroy.
Growling Underdog Gloves
Gloves covered with fur and teeth, made for a fighter who thrives when surrounded.
Grymskull Helm
An adamantine helmet made from the remains of the guardian Grym in the Adamantine Forge. Its surface is blackened by heat and almost impossible to deform.
Guard's Greaves
Standard military greaves, reinforced at the knees and shins to withstand kicks, falls, and urban combat.
Guardian's Bow
A bow made for sentinels, rangers, and guardians of sacred places. Its name appears in several traditions and cannot be tied to one artifact or owner.
Guiding Light
A luminous ring that produces constant light, useful for exploring dark places and revealing hidden details.
Guild Ring
A signet ring used by members of a criminal guild to recognize one another, negotiate, and access clandestine contacts.
Guisarme
A polearm common among infantry, fitted with blade and hook to strike at range and pull riders or opponents to the ground.
Gur's Long Arm
A crossbow belonging to the Gur, a nomadic people known for hunting monsters and vampires. Its long stock and powerful shot suit the pursuit of dangerous prey.
Gurt's Greataxe
The immense axe of the frost giant Gurt, later recovered by Harshnag. Its size makes it almost unusable by an ordinary creature, but in the right hands it can fell people and walls alike.
Hag's Ring
A ring twisted like a dry branch, steeped in fey curses and deceptive promises.
Hail of Thorns Gloves
Archer's gloves covered in small plant thorns. Their magic turns one arrow into a hail of thorns.
Halberd
A polearm common among guards and heavy infantry, used to keep enemies at a distance and break charges.
Halberd of Vigilance
A halberd made for sentinels who cannot afford a moment's distraction. Its magic sharpens the senses and seems to vibrate when a threat is about to emerge.
Half Plate
A breastplate made of plates covering the chest and vital areas, leaving the limbs and joints relatively free.
Half Plate Armor
A breastplate designed to protect the chest and shoulders with articulated plates, leaving the arms and legs free to move.
Hamarhraft
An enormous dwarven maul kept at Waukeen's Rest. Its head is engraved with runes that respond to downward impacts, turning every landing into a burst of force.
Hammer and Chisel
A pair of heavy tools suitable for carving stone, breaking closures, and removing small obstacles.
Hammergrim Mist Amulet
A dwarven amulet containing a drop of subterranean mist, used to conceal passages and retreats.
Hammer of the Just
A sacred hammer kept in the House of Hope. Consecrated to justice, it can banish or punish extraplanar creatures.
Hammer of Thunderbolts
The renowned Hammer of Thunderbolts, destined to reach its full power when paired with gauntlets and a belt of giant strength. It is one of the relics most sought after by warriors who wish to rival giants.
Hammer of Tyr
A hammer consecrated to the god of justice, carried by paladins and warrior-judges. Several weapons have borne this name in different ages.
Handaxe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Handaxe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Hand Crossbow
A crossbow used by soldiers, mercenaries, and city guards, valued for focusing great force into an accurate shot.
Handmaiden's Mace
A mace associated with the divine servants of Selûne or other female priestly orders. It is a symbol of protection and religious discipline.
Harbinger
The sword that imprisoned the essence of the demon Harbinger after the hero Trueblood's victory near Luskan. The demon was not destroyed and continues to manifest through bursts of fire and petrification.
Harmonic Duelist's Blade
A Baldur's Gate rapier created for those who fight with rhythm and stage presence. The blade seems to answer its bearer's voice and converts Charisma into accuracy.
Harmonium Halberd
A halberd from Sigil's Harmonium, a faction convinced that order must be imposed through absolute discipline. It strengthens the wearer's body but makes their thinking rigid.
Harold
A heavy crossbow kept by the Zhentarim and granted to proven allies. Its almost friendly name contrasts with the curse it lays upon victims.
Harper Amulet
A silver amulet bearing the Harpers' symbol. It is entrusted to agents charged with opposing tyrants, cults, and abuses of power.
Harper Pin
A silver brooch bearing a harp and crescent moon, used by Harper agents as a sign of recognition and protection.
Harpoon
A sturdy weapon born for hunting large prey and aquatic creatures, later adapted to adventurers' battles.
Hat of Disguise
A shape-shifting hat favored by spies and travelers who must change identity without carrying an entire wardrobe.
Hat of Eminent Giggles
A jester's hat enchanted with infectious laughter. The sound grows more insistent when the wearer uses enchantment magic.
Hat of Fire Acuity
A wizard's hat that keeps the mind cool while flames rage. Fire feeds arcane precision and control.
Hat of Magic
A conjurer's hat capable of producing minor arcane wonders. Its seams conceal components and magical symbols.
Hat of Uninhibited Kushigo
A monastic headpiece tied to Kushigo's teachings, intended for warriors who alternate unarmed strikes with spiritual discipline.
Hat of Vermin
A battered hat infested with small animals and stable odors. Its magic summons common creatures from apparently empty pockets and seams.
Haughty Sorcerer's Amulet
A gaudy amulet once owned by a spellcaster convinced of their own superiority. Its gem amplifies power and arrogance.
Hazirawn
The sentient greatsword given to Rezmir, the Black Wyrmspeaker of the Cult of the Dragon. The blade contains a malevolent necrotic intelligence more interested in death than its bearers' political aims.
Headband of Intellect
A thin silver band engraved with logical formulas. Its magic keeps the wearer's mind clear and extraordinarily quick.
Headwear of Shar
A black-and-silver headpiece worn by followers of Shar. Its shape conceals part of the face and celebrates secrecy and loss.
Heart of Chalsembyr
A magic blade tied to the ancient tales of Chalsembyr. Its name evokes a relic kept as the symbolic heart of a lineage or city, more important for its prestige than for any single universally attested legend.
Heart of Fire
An amulet formed from a red gem that pulses like an ember. Flames endured by the wearer feed the heat stored within.
Heartseeker Bow
A composite bow made by master craftsman Pinn O'Reffen around a treant's heart. Its sacrilegious construction grants exceptional accuracy when the archer focuses on the target.
Heating Stone
A smooth alchemical stone that emits moderate heat when wrapped in cloth.
Heavy Boots
Sturdy boots of thick leather weighted with reinforced soles. They are common among workers, mercenaries, and heavily equipped travelers.
Heavy Chain Blade
A blade attached to a chain, rare and dangerous even to its wielder, capable of reaching targets beyond normal reach.
Heavy Club
A simple common weapon made from hardwood or reinforced wood and used by guards, commoners, and adventurers.
Heavy Crossbow
A crossbow used by soldiers, mercenaries, and city guards, valued for focusing great force into an accurate shot.
Hedge Wanderer Armor
A breastplate of hides and plant fibers worn by countryside wanderers. Twigs, leaves, and small talismans are woven into its seams.
Helldusk Armor
One of the most powerful suits of armor forged in Avernus. Its incandescent plates protect the wearer like a second skin and punish those who use magic against them.
Helldusk Boots
Infernal boots forged by Carixim in Avernus. Their soles open brief rifts of fire during sudden movement.
Helldusk Gloves
Infernal gloves forged in Avernus. Their glowing plates empower attacks, spells, and unarmed strikes.
Helldusk Greaves
Infernal greaves forged in Avernus to complete the Helldusk armor. Their plates leave glowing footprints on stone.
Helldusk Helmet
A helmet forged in Avernus as part of the Helldusk armor. Its glowing eyeholes see through smoke, darkness, and illusion.
Hellfire Greataxe
A greataxe made in the infernal forges and found in the House of Hope. The metal retains the heat of Avernus and rewards a bearer willing to fight surrounded by flames.
Hellfire Hand Crossbow
A compact crossbow made with infernal techniques. Its metal parts retain suffocating heat, and it is especially effective when the shooter strikes unseen.
Hellrider's Pride
Hellrider gauntlets, designed to protect allies through disciplined healing and sacrifice.
Hellrider Longbow
A great bow associated with Hiatea, giant goddess of nature and family. Its wheat and antler decorations recall that its purpose is to protect the community as well as fell enemies.
Helmet
A common metal soldier's helmet, made to deflect direct blows without fully covering the face.
Helmet of Arcane Acuity
A battle helmet engraved with magical formulae. Every successful weapon strike temporarily sharpens spell control.
Helmet of Smiting
A paladin's helmet made to turn divine smites into resilience and determination.
Helm of Autonomy
A githyanki helmet designed to defend individual will from psychic commands and external influences.
Helm of Balduran
The legendary helm attributed to Balduran. It is a relic of the city and one of the most powerful protections ever associated with its founder.
Helm of Brilliance
A gem-studded helmet that focuses its light into a radiant explosion.
Helm of Celerity
A light helmet made for those who must begin a fight on the move. Its magic gives the legs momentum as soon as danger appears.
Helm of Charm Protection
A helmet engraved with runes that isolate the mind from suggestions, charms, and supernatural commands.
Helm of Comprehending Languages
A helmet engraved with alphabets and ideograms from many cultures. Unknown words become comprehensible to the wearer.
Helm of Defense
A helmet reinforced with inner plates and thick padding to increase a warrior's overall protection.
Helm of Dumathoin
A dwarven helmet consecrated to Dumathoin, Keeper of Secrets under the Mountain. Its engraved runes celebrate silence, stone, and hidden riches.
Helm of Glory
A luminous helmet intended for champions, commanders, and paladins. Its presence encourages heroic gestures and decisive actions.
Helm of Grit
A light, heavily battered helmet. Its magic grants renewed energy when the wearer is gravely wounded.
Helm of Infravision
A helmet fitted with lenses or runes that reveal shapes and heat in the dark.
Helm of Opposite Alignment
A cursed helmet from ancient adventures, able to overturn the wearer's convictions and moral impulses.
Helm of Telepathy
A thin helmet with plates at the temples. It amplifies thoughts and permits wordless communication.
Helm of Teleportation
A helmet engraved with planar circles and arcane coordinates. Its runes allow the wearer to cross great distances.
Helm of the Gods
An ancient helm consecrated to several deities. Its overlapping symbols suggest it passed through many temples and champions.
Helm of the Guard
A common city-watch helmet, sturdy and readily recognizable as a symbol of local authority.
Helm of the Holy Lance
A blessed helmet surrounded by brief halos of light. Its magic punishes attackers who fail to strike the wearer.
Hemostatic Ointment
A dark, astringent paste that accelerates clotting.
Hemp Rope, 50 Feet
A sturdy, rough rope suitable for binding, climbing down, and hauling.
Herbalist's Gloves
Soft leather gloves treated with purifying herbs. Their touch draws poison from a healed creature.
Heretic
A sentient sword created to fight celestials and worshipers of good-aligned deities. The blade whispers blasphemous doctrines and seeks to turn every conflict into an attack on divine authority.
Hide Armor
Protection made from thick hides and layers of raw leather, typical of hunters, barbarians, and wilderness warriors.
High Forest Cloak
A druidic cloak from the great northern forests, embroidered with leaves and protective symbols.
Hindo's Doom
Hindo's Doom, a katana forged for a warrior of Kara-Tur. The blade protects against deadly effects and can be restored with an ancient heart.
Hoarfrost Boots
Boots lined with permanent frost. Their soles remain cold even near fire and leave a thin layer of ice.
Holy Symbol of Helm
A sacred ring bearing Helm's vigilant eye, granted only to priests and clerics deemed worthy by the Watcher.
Holy Symbol of Lathander
A sacred ring decorated with the rosy disk of dawn, granted by Lathander to priests who embody renewal, vitality, and hope.
Holy Symbol of Talos
A sacred ring engraved with a broken lightning bolt, granted by Talos to priests who have demonstrated power, ambition, and devotion to the Storm Lord.
Holy Warrior's Mantle
A ceremonial mantle worn by paladins and divine champions. Its holy symbols glow when the wearer leads allies into battle.
Horn Bow
A composite bow made from wood, horn, and sinew, used by riders and steppe peoples to achieve great power from a compact frame.
Horseman's Mace
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Hr'a'cknir Bracers
Githyanki bracers crossed by psionic lines, able to move objects and creatures through will alone.
Human Flesh
A macabre breastplate sewn from human skin and forbidden runes. Its creation requires evil rituals and materials gathered from specific victims.
Humbled Circlet
A bent circlet missing its original stones. It retains the memory of an owner fallen from grace.
Humbly Crafted Shoes
Simple footwear made from inexpensive materials. It is sturdy, easy to repair, and undecorated.
Hunter's Bow
A shortbow made for pursuing monsters and unnatural prey. Sold by Dammon, it bears hunting symbols that help the archer track the target.
Hunter's Coat
A coat of leather and heavy fabric, full of pockets, straps, and marks left by long hunting trips.
Hunter's Spear
A throwing spear built to pursue large prey. Its engravings help the bearer track and strike the designated creature.
Hunting Kit
Wire, snares, bait, and tools for catching small prey.
Hunting Spear
A common spear, widespread among hunters, guards, and infantry for its simple construction and versatility in battle.
Hunting Trap
A jaw trap with a chain and pressure plate.
Ichorous Gloves
Gloves coated in an acidic film harmless to the wearer. The ichor spreads across wounds caused by magic.
Identification Crystal
A small prism that reflects symbols invisible to the naked eye.
Ignoble Hat
A dirty, battered hat, unfit for court but perfect for going unnoticed among beggars and criminals.
Ilmater's Aid
An amulet dedicated to Ilmater, decorated with hands bound in red cords. Its magic eases the pain of those near collapse.
Imoen's Belt
The belt worn by Imoen during her imprisonment in Spellhold. It is bound by an enchantment that prevents its removal.
Imperial Guard's Blade
A sword intended for officers and elite guards, symbolizing authority and discipline. Magical versions favor defense and command.
Impression Wax
A block of soft wax used to copy keys, seals, and small reliefs.
Improved Cloak of Protection
A defensive cloak reinforced with successive layers of enchantment, made to deflect blows and bolster the wearer's resilience.
Improved Montolio's Cloak
An enhanced version of Montolio's cloak, reinforced with enchantments that guide attacks and protect the wearer.
Incendiary Bomb
A ceramic container filled with flammable reagents and a short fuse.
Infernal Blade
A sword forged in the Hells or from infernal metal, used by devils, cambions, and warriors bound to Avernus.
Infernal Engine Crossbow
An experimental weapon based on infernal-engine mechanisms. It can fire electric shots and drag a victim toward the shooter with unnatural force.
Infernal Mask
A mask of red and black metal, shaped like a devil's face. Its inner runes burn when they sense hostility.
Infernal Rapier
The infernal rapier obtained from Mizora or created in the forges of Avernus. It is designed for martial spellcasters and can summon an allied cambion.
Insect Repellent
A pungent ointment prepared with herbs, resins, and smoke.
Invigorating Tonic
A tart, spicy drink that rapidly stimulates the body.
Iron-Banded Shield
A wooden shield reinforced with broad iron bands, sturdy but easier to repair than an entirely metal defense.
Iron Boots
Heavy boots of solid iron, built to anchor the wearer to the ground. Every step produces a deep metallic sound.
Ironfang
A war pick forged by Vizeran DeVir and powered by a spark of Ogrémoch, Prince of Elemental Evil of Earth. It was wielded by the medusa Marlos Urnrayle during the rise of the Black Earth cult.
Ironvine Shield
A shield woven from a plant as hard as iron. Its thorns react when the bearer fights with druidic magic.
Jaheira's Boots
Boots once worn by Jaheira, weathered by decades of travel through forests, cities, and battlefields. Their stitching is reinforced with druidic fibers.
Jannath's Hat
An elegant Jannath family headpiece, decorated in the style of Baldur's Gate aristocracy.
Javelin
A common thrown weapon, light and balanced to strike the enemy before close combat begins.
Javelin of Lightning
A javelin enchanted to accumulate electricity and discharge it when thrown. Some versions are also called Lightning Jabbers.
Jester's Mail
Colorful, noisy chain mail enchanted for bards and jesters who fight without interrupting their music or magic.
Jeweler's Tools
Pliers, files, lenses, and small precision instruments.
Jhannyl's Gloves
Gloves once worn by a servant of Jhannyl. Their runes react automatically to paralysis, poison, and loss of sight.
Jian
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Jorgoral's Greatsword
A greatsword that belonged to Jorgoral, a duergar of Grymforge. The blade is designed for a broad sweep capable of cutting through a line of enemies.
Joril
Despite being called a dagger, Joril is an enchanted greatsword from the adventures of Athkatla. Its name comes from its original owner, not the weapon's shape.
Justiciar's Greatshield
An enormous black shield once carried by Shar's Dark Justiciars. Its matte surfaces absorb light and conceal the wearer's movements.
Justiciar's Helmet
A dark helmet intended for warriors who enforce a severe law. Its visor hides the face and makes judgment impersonal.
Kachiko
The favored wakizashi of the warrior Kachiko, remembered in the stories of Athkatla. The blade has no spectacular powers, but is exceptionally fast and finely enchanted.
Kaligun's Amulet of Magic Resistance
An amulet once owned by Kaligun, made to provide constant protection against hostile spells.
Kama
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Kanabo
A heavy spiked mace of Eastern tradition, associated with gigantic warriors and fighters capable of bearing its enormous weight.
Karlach's Boots
Sturdy boots adapted to the infernal heat coursing through Karlach's body. Their blackened leather withstands embers and glowing surfaces.
Katana
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Katar
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Keepsake Ring
A ring kept as a memory of a person or event, with no evident magical function.
Ketheric's Shield
Ketheric Thorm's personal shield. Runes of Myrkul and arcane engravings unite martial defense with spellcasting power.
Key of the Ancients
A small druidic headpiece resembling a woven branch. Its shape suggests a key meant to unlock nature's secrets.
Khazid'hea
The sentient sword called Cutter, wielded by Dantrag Baenre, Catti-brie, Tos'un Armgo, and other warriors. Khazid'hea longs to belong to the strongest fighter and tries to influence their decisions and ambitions.
Khopesh
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Khrusor, Spear of Heliod
The divine spear of Heliod, a solar symbol of authority and judgment able to release an explosion of light.
Kiel's Helmet
The helmet once worn by the dwarven warrior Kiel. It was made to keep the wearer's courage firm even against magic and terror.
Killer's Sweetheart
An assassin's ring that recognizes the exact moment a victim exposes a fatal weakness.
Killer's Sweetheart
An elegant ring once owned by an assassin. After a death, its stone marks the next strike destined to be perfect.
Killing Collar
A collar made to control a trained or captive creature. Its runes respond to a remote command.
Knife of the Undermountain King
The shortsword sold at Rosymorn Monastery, tied to the legendary Undermountain King. Its ability to find critical strikes more easily makes it one of Baldur's Gate's finest dueling weapons.
Knightly Shield
A heraldic shield intended for knights, decorated with colors and coats of arms identifying a house, order, or oath.
Knock-Knuckle Gloves
Gloves with knuckles carved like tiny knockers. Their fingers sense locks and hidden mechanisms within doors.
Komira's Locket
The small locket carried by Komira. Its magic produces dancing lights, perhaps created to entertain or reassure a child.
Kord's Spear
A spear consecrated to Kord that crackles with the energy of storms.
Korgan's Throwing Axe
The throwing axe associated with Korgan Bloodaxe, a dwarven mercenary from Athkatla. It is designed to return quickly to battle and support its owner's aggressive style.
Kraken Trident
A legendary trident tied to krakens and cults of the deep. Its points evoke tentacles and sea storms.
Kruznabir's Refuge Amulet
An amulet built like a small closed reliquary. Its inner runes evoke temporary refuge from attacks and hostile influences.
Kukri
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Kunai
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Kundane
A shortsword from Athkatla whose name means speed. It was carried by a mind-controlled slave and became famous for allowing faster strikes than ordinary blades.
Kuo-Toa Crossbow
A crossbow adapted to the damp Underdark and the webbed hands of kuo-toa. Its materials resist water and corrosion better than common ones.
Kusari-gama
A flexible weapon of eastern tradition, difficult to master and used to strike, entangle, or unbalance an enemy.
Lance
A long military lance used in charges or formations, designed to exploit distance and momentum against the enemy.
Landfall Armor
Druidic protection woven from roots and plant fibers. The armor's magic grows stronger when the wearer fights on plant-covered ground.
Lanterna
Una lanterna di metallo e vetro con serbatoio per olio. Protegge la fiamma dal vento e richiede combustibile per restare accesa.
Large Shield
A large shield covering the wearer from chin to knees, effective against frontal attacks and ranged weapons.
Least Expected
A Baldur's Gate shortbow whose magic rewards a shooter striking from shadow. Its name alludes to a blow that arrives when the target thinks it impossible.
Leather Armor
Common worked-leather armor, light and flexible, used by scouts, thieves, and adventurers who need unrestricted movement.
Leather Boots
A pair of simple leather boots, common among soldiers, scouts, and travelers. They are durable, easy to repair, and nonmagical.
Leather Bracers
Simple leather forearm guards, common among archers, hunters, and light fighters.
Leather Gloves
A common pair of durable leather gloves suitable for work, travel, and combat.
Leather Golem Armor
Armor assembled from unnaturally thick hides and arcane stitching. It resembles a construct's skin and moves with almost living stiffness.
Leather Helmet
A simple boiled-leather helmet, light and common among archers, scouts, and poorly equipped soldiers.
Legacy of the Bastard
A sword passed down by a warrior of illegitimate birth whose valor overcame the nobility's contempt. It is remembered as a symbol of merit earned rather than inherited.
Legacy of the Masters
Gauntlets worn by generations of weapon masters. Every reinforcement is positioned to improve grip, accuracy, and power.
Legionnaire's Plate Armor
A breastplate intended for veterans of a disciplined legion. It is built to hold a formation and inspire confidence in nearby companions.
Lekinesus's Ring of Telekinesis
The personal ring of the telekinetic Lekinesus, more precise and powerful than ordinary rings able to manipulate gravity.
Lethal Channeler's Gloves
Spellcaster's gloves covered in necrotic runes, designed to focus offensive magic on a single target.
Leviathan Harpoon
A harpoon made to confront immense sea monsters. Legends attribute it to leviathan hunters and captains who pursued creatures able to break a ship.
Lifebringer
A circlet crossed by tiny sparks. Accumulated energy becomes a vital barrier around the wearer.
Light Chain
A chain adapted for combat, difficult to master but able to strike from unpredictable angles.
Light Cleaver
A short, heavy blade derived from a butcher's tool and used as a common weapon in close combat.
Light Club
A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.
Light Crossbow
A crossbow used by soldiers, mercenaries, and city guards, valued for focusing great force into an accurate shot.
Light Hammer
A warhammer of the D&D worlds, used by dwarves, knights, and soldiers to focus force against armor and shields.
Light Mace
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Lightning Crossbow
A magical crossbow that channels electrical energy along its trigger mechanism. Known versions were made to strike armored targets with sudden discharges.
Lightning Javelin
A magical javelin crossed by electrical discharges, able to release a straight bolt of lightning.
Light Pick
A pick transformed into a weapon of war, able to focus impact into a point effective against armor and stone.
Linebreaker Boots
Assault boots with reinforced toe and heel, designed to break a formation and keep advancing after impact.
Living Armor
A breastplate that seems to breathe and tighten around the body. The material reacts to wounds as though it possessed a survival instinct.
Locked Chest
A small chest reinforced with hinges and a lock.
Lockpicker's Ring
A ring formed from thin metal segments that can transform into lockpicking tools.
Longbow
A common weapon of archer formations, made for accurate ranged attacks and widespread in armies, militias, and adventuring companies.
Long Spear
A long military lance used in charges or formations, designed to exploit distance and momentum against the enemy.
Long Staff
A fighting staff common among travelers, monks, and spellcasters; ordinary examples are simple weapons of reinforced wood.
Long Stride
A common sword belonging to a specific martial tradition, used by soldiers, duelists, and mercenaries.
Longsword
Una spada dalla lunga impugnatura, usata a due mani per imprimere maggiore forza ai colpi.
Loviatar's Scourge
A flail consecrated to Loviatar that converts the victim's pain into necrotic energy.
Loviatar's Scourge
A flail consecrated to the goddess of pain. Its magic rewards those who accept suffering and spreads torment among nearby creatures.
Lubricating Oil
A small vial of fine oil for gears, hinges, and mechanisms.
Lucerne Hammer
A warhammer of the D&D worlds, used by dwarves, knights, and soldiers to focus force against armor and shields.
Luminous Armor
Medium armor with golden, reflective plates. Divine light stored on its surface erupts when the wearer deals radiant damage.
Luminous Gloves
Pale gloves that light up when the wearer deals radiant damage, leaving spheres of weakening light on the target.
Luminous Pick
A magical pick that emits light and focuses radiant energy into its point.
Luminous Shield
A pale shield that emits a protective glow when its bearer is gravely wounded.
Mace
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Mace of Disruption
A ritual mace created to destroy constructs, walls, and consecrated objects. Various sources use this name for weapons serving a similar purpose.
Mace of Terror
A black mace decorated with screaming faces. Its charges spread fear among enemies, turning the battlefield into a disorderly rout.
Macuahuitl
A heavy wooden blade edged with obsidian, used by jungle warrior cultures and capable of inflicting devastating cuts.
Magic Ring
A generic arcane ring, recognizable by the faint protective aura surrounding its setting.
Magnifying Glass
A glass lens mounted in a brass frame.
Main-gauche
A parrying dagger wielded in the off hand, favored by duelists to deflect an opponent's blade and counterattack.
Manriki-gusari
A flexible weapon of eastern tradition, difficult to master and used to strike, entangle, or unbalance an enemy.
Mantle of Spell Resistance
A heavy mantle embroidered with warding runes, made to disperse the energy of hostile spells.
Map Case
A rigid tube with caps at both ends, lined against moisture.
Marking Chalk
Colored chalk sticks for marking walls, doors, directions, and objects already inspected.
Markoheshkir
A legendary staff created by devotees of Kereska, draconic goddess of magic. Its name means Kereska's favor, and it allows the spellcaster to choose a different elemental power each day.
Marshal's Emblazoned Plate
The ceremonial armor of a high commander, covered in emblems and formulae of authority. It is made to protect one who leads from the heart of battle.
Martial Exertion Gloves
Rigid gloves that compress muscles and tendons. They enable superhuman exertion at the price of pain and tearing.
Mask of Soul Perception
A golden mask once owned by an ancient observer. Its eye slits seem to follow every movement and intention.
Mask of the Dragon Queen
Tiamat's supreme mask, formed by uniting the five chromatic Dragon Masks. Each section bears the power of a different element.
Mask of the Shapeshifter
A mask with shifting surfaces, capable of imitating the features, age, and build of different people.
Mason's Tools
Trowel, plumb line, hammer, and stone chisels.
Master's Amulet
An amulet intended for a highly experienced fighter or artisan, engraved with symbols of discipline and precision.
Master Harper's Amulet
A Harper amulet reserved for the most experienced agents, able to support stealth, skills, and resistance to spells.
Mastix, Whip of Erebos
The divine whip of Erebos, god of the dead in Theros. Mastix represents dominion over suffering and souls destined for the underworld.
Matalotok
The warhammer of Kostchtchie, demon lord of frost giants. The weapon radiates unnatural cold and symbolizes brutality and hatred of the civilized world.
Maul
A common heavy weapon used by powerful fighters to smash shields, armor, and enemies through sheer impact.
Mayrina's Locket
An inexpensive medallion once owned by Mayrina, precious more for the memory it holds than its material value.
Medallion of Thoughts
A medallion set with a half-closed eye-like stone, able to amplify nearby thoughts and intentions.
Medium Shield
A shield of balanced size, broad enough to protect the torso without completely compromising movement.
Melee Harpoon
A harpoon reinforced for close combat, common among coastal warriors and aquatic peoples.
Melf's First Staff
The first staff once owned by the elven archmage Melf. It is an advanced apprentice's weapon that improves both spells and arcane attacks.
Melodic Mail
Bardic chain mail whose rings produce harmonious notes instead of the usual metallic clatter.
Mending Needle
A magical dagger that takes the harmless form of a large sewing needle when not wielded. It was made to unite an artisan's utility with an adventurer's personal protection.
Merchant's Scale
A small balance scale with standard weights kept in a box.
Mercy
A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.
Merregon Halberd
The standard weapon of merregons, soldier-devils trained to fight in close ranks. Its dark, serrated blades reflect the brutal discipline of the infernal legions.
Metal Boots
Simple, functional articulated metal boots intended to complete armor and military uniforms.
Metal Gloves
A pair of simple articulated gauntlets made to protect fingers and wrists during combat.
Metal Greaves
Plain metal greaves, undecorated and intended to complete a soldier's protection.
Metal Shield
A shield made entirely of metal, sturdy and heavy, built to withstand repeated blows.
Metal Spheres
A bag filled with small polished metal balls.
Miner's Pick
A heavy steel-pointed tool designed for rock and masonry.
Minor Arcana Cloak
An apprentice spellcaster's cloak embroidered with simple protections against weapons and magic.
Minor Healing Potion
An iron-tasting red liquid stored in a small vial.
Minsc's Cloak
Minsc's simple green cloak, sturdy enough to survive journeys, brawls, and exploits alongside Boo.
Missile Snaring Gloves
Monk's gloves designed to catch arrows and bolts bare-handed, reducing their impact.
Misty Dagger
A blade shrouded in cold vapors, used by rogues and fighters capable of hiding in the mist.
Mithral Amulet
An extremely light amulet forged from mithral, resistant to corrosion and able to deflect some blows.
Mizzium Armor
Heavy armor made from Ravnica's arcane alloy. The metal abruptly redistributes the energy of blows and explosions.
Monastic Master's Boots
Footwear once worn by a martial-arts master. Its shape leaves the foot free while supporting balance, discipline, and speed.
Montolio's Cloak
The cloak of Montolio Debrouchee, the blind ranger and Drizzt's mentor. Its fibers are woven to support perception and archery.
Moonblade
A sentient elven sword passed down through generations of the same lineage. Each worthy owner adds a rune and a new power to the blade.
Moondrop Pendant
A silver teardrop pendant. When the wearer is injured, the gem seems to dance and guide their movement.
Moonlit Armor
A druidic protective robe embroidered with silver threads. Outside combat, its magic accompanies the bestial forms assumed by the wearer.
Morningstar
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Morningstar
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Mysteries Revealed
An amulet engraved with an open eye and concentric lines. Its magic allows normally hidden thoughts to be perceived.
Mystic Scoundrel's Band
A precious band created for fighters who alternate weapon strikes with illusion or enchantment magic.
Mystra's Cloak
A blue cloak embroidered with silver stars, consecrated to the Lady of Mysteries and threaded with filaments of the Weave.
Mystra's Grace Boots
Elegant boots embroidered with silver stars. Mystra's blessing slows falls and lightens each step.
Naginata
A military polearm used by infantry to control distance and halt charges or large creatures.
Namarra
A magic sword of the Forgotten Realms, often identified as Namarra the Sleepless. The blade is known for reacting to threats and protecting its bearer.
Namarra the Sleepless
Namarra, a sentient sword made to watch over its bearer without pause. It never sleeps or loses focus, and warns of danger through a mental voice.
Navigator's Tools
Sextant, tables, compass, and instruments for plotting routes.
Ne'er Misser
An Athkatlan hand crossbow able to generate force bolts. Its name reflects its exceptional reliability against targets protected from ordinary ammunition.
Necklace of Adaptation
A silver necklace that creates a layer of pure air around its wearer, allowing them to breathe in hostile environments.
Necklace of Elemental Augmentation
A necklace of elemental crystals that amplifies offensive cantrips by adding the spellcaster's mental force.
Necklace of Fireballs
A necklace formed from explosive red beads. Each bead can be detached and thrown to produce a fireball.
Necklace of Form Stability
A necklace made to keep the body stable against transformation, petrification, and changes of form.
Necklace of Missiles
A necklace made of small explosive beads, each of which can be detached and thrown at a group of enemies.
Necklace of Prayer Beads
A necklace of consecrated beads that focuses its blessing on healing wounds.
Necklace of Talos
A necklace consecrated to the Storm Lord, decorated with lightning bolts and blue stones.
Nepenthe
A sentient longsword that serves as judge and executioner. In the Domains of Dread, it became the weapon of the darklord Isolde and fed her obsession with revenge.
Net
A combat net used by gladiators, hunters, and sailors to immobilize an enemy rather than wound them directly.
Netherstone-Studded Gauntlet
A single ceremonial gauntlet covered in settings for the Netherstones. It is a symbol of power more than ordinary protection.
Nettie's Gloves
Nettie's healer gloves, steeped in the scent of herbs, resins, and druidic remedies.
Neutralizing Powder
An absorbent mixture used against acids and corrosive reagents.
Nightbringer
A sword tied to darkness and nocturnal powers. The name has been given to blades consecrated to Shar or similar entities.
Nightsong's Gloves
Dark gloves consecrated to Shar and the Nightsong. The fabric absorbs light and retains faint necrotic energy.
Night Walkers
Drow boots with black, silent soles, imbued with magic able to break darkness and illusions during a raid.
Nimbleblade Belt
A duelist's belt that keeps weapon and scabbard ideally positioned for quick draws and counterattacks.
Nimble Gloves
Light gloves that support the wrist and fingers without limiting movement, favoring quick reflexes and manual dexterity.
Noble's Helmet
An elegant helmet decorated with precious metals and heraldic symbols. It protects without fully concealing the wearer's rank.
Nodachi
A greatsword of Eastern tradition, carried by warriors trained to exploit its length and power in two-handed strikes.
Nunchaku
A traditional close-combat weapon common among monks and martial-arts warriors.
Oak Ring
A ring carved from sacred oak, able to strengthen the wearer's bond with plants and nature.
Oathbow
A longbow entrusted to hunters who dedicate every battle to destroying a single foe. When the wielder speaks the oath, the weapon's magic focuses on the chosen quarry.
Oathbreaker Knight's Gloves
Gauntlets once worn by a fallen paladin, with holy symbols scratched out and replaced by necrotic engravings.
Oathbreaker Knight Boots
Armored boots once worn by a fallen paladin. Their buckles still bear scratched and blackened holy symbols.
Oathbreaker Knight Greaves
Blackened greaves once worn by a paladin who broke their oath. The holy decorations have been scratched out and replaced with funerary symbols.
Obsidian and Flint Plate Armor
A breastplate made of black metal, obsidian, and flint inlays. Its plates gleam like embers when they absorb heat.
Old Floppy Hat
An old floppy hat, faded by rain and warped by years. It may belong to a farmer, traveler, or wizard unconcerned with appearance.
One-Handed Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
One-Person Tent
A small waxed-canvas tent with stakes and ropes.
Onyx Ring
A ring set with black onyx, austere in appearance but not enchanted.
Opulent Helmet
A helmet covered in filigree, gems, and costly decorations, made for a commander more interested in prestige than discretion.
Orcish Bow
A sturdy bow built in the orcish tradition, with a string so rigid it requires great strength. It is common among warbands and wilderness hunters.
Orcish Chopper
A heavy orcish weapon built to break open armor and shields through force rather than precision or elegance.
Organic Shield
A shield made of bone, sinew, and living plant matter, shaped like a creature's carapace.
Orin's Temple Ring
A ritual ring tied to Orin's temple and the cult of Bhaal, covered in symbols of sacrifice and blood.
Orphic Ring
A githyanki ring engraved with Orphic runes, made to defend the mind from commands and psionic interference.
Outcast's Dagger
A blade that belonged to an exile or a warrior banished from their community. Its name has become a symbol of survival and revenge.
Overseer's Shield
A shield that belonged to a tireless sentinel. Its polished surface reflects every movement at the edge of the field of vision.
Padded Alchemical Case
A rigid box with dividers, straps, and absorbent material.
Padded Armor
A protective garment made from many layers of quilted cloth, inexpensive and easy to repair even while traveling.
Paladin's Bracers
Bracers decorated with symbols of oaths and justice, built to strengthen divine smites.
Pale Widow Gloves
Cold, thin drow gloves shaped like spider legs. Sticky threads gather between the fingers.
Parrying Dagger
A short blade that is easily concealed and common among scouts, rogues, and fighters who favor speed and precision.
Partisan
A military polearm used by infantry to control distance and halt charges or large creatures.
Pearl Necklace
A necklace of carefully selected natural pearls, valuable but nonmagical.
Pearl of Power Amulet
A large iridescent pearl mounted on a silver chain, able to restore magical energy already expended.
Pellan's Shield
A large shield decorated with a golden griffon. Despite its size, an ancient enchantment makes it surprisingly light.
Pelorsun Blade
A rapier consecrated to Pelor, whose blade sheds light suffused with radiant energy.
Pendant of Blasting
An electrically charged pendant that vibrates as the wearer accumulates lightning energy.
Penumbral Armor
Light armor built for shadow fighters. Its material becomes nearly indistinguishable when the wearer is hidden from the light.
Periapt of Health
A white-and-red periapt consecrated to bodily health, traditionally used against disease and infection.
Periapt of Proof against Poison
A small green periapt made with stones and alchemical reagents able to neutralize toxins and miasmas.
Periapt of Wound Closure
A dark-red pendant that pulses near a wound, accelerating clotting and healing.
Peridot Ring
A ring with a pale green gem, fashioned as an ornament but without enchantment.
Phalar Aluve Sword
Phalar Aluve is a drow sword dedicated to Eilistraee, embedded in a stone in the Underdark. Its inscription recalls an eternal dance in the goddess's light.
Phalar Aluve Sword
An alternative name for Phalar Aluve, the drow sword consecrated to Eilistraee and recovered from a ritual stone in the Underdark.
Phase-Step Boots
Boots whose soles vanish for an instant with each step. Their magic opens brief spatial rifts that turn a jump into a short teleport.
Phase Boots
Boots with translucent soles that permit brief passages through space or matter.
Phasmid Cloak
A cloak as thin as a stick insect's wing. Its folds break up the wearer's outline and mimic the surroundings.
Phoenix Bow
A bow associated with fire and the phoenix's cycle of death and rebirth. Its different appearances have no single owner, but all retain a fiery nature.
Pike
A military polearm used by infantry to control distance and halt charges or large creatures.
Pitch Flask
A fragile flask filled with black, sticky pitch.
Piton
A set of steel spikes to drive into stone or wood.
Pixie Prick
A small fey dagger as thin as a thorn. Its magic induces sleep or stunning in those it strikes.
Plasmastone Pick
A pick enchanted to cut rock and metal as though they were clay. It is both a weapon and a supernatural excavation tool.
Plate Armor
A complete suit of overlapping metal plates intended for knights and fighters trained to bear the weight of the strongest protection.
Plate Armor of Etherealness
A legendary suit of plate armor whose plates seem to lose their substance when the command word is spoken.
Plate Armor of Ruin
Blackened armor once worn by a champion devoted to destruction. Its plates bear scars that cannot be polished away or hidden.
Plate Greaves
Heavy protection made of sabatons, greaves, and articulated poleyns, designed to integrate with full plate.
Plate of the Heart
A suit of plate armor built around a central plate decorated like a heraldic heart. It is passed down as a symbol of courage and endurance.
Plate Sabatons
Armored shoes made from overlapping plates, designed to complete heavy armor without preventing the foot from moving.
Pointed Hat
A light headpiece worn by travelers, spellcasters, or performers; its usefulness comes more from enchantment than material protection.
Poisoner's Gloves
Waterproof gloves fitted with small needles and alchemical pockets, made to apply toxins without risking contact.
Poisoner's Kit
A case containing forceps, droppers, vials, and safety reagents.
Poisoner's Ring
A hollow ring containing a reserve of poison, activated by an almost imperceptible press of the finger.
Polished Necklace
A recently polished metal necklace, simple and well kept.
Polished Ring
A carefully polished metal ring, without stones or magical properties.
Portable Filter
A cylinder of ceramic, charcoal, and fabric designed to purify water.
Portable Musical Instrument
A flute, lute, drum, or other travel-suitable instrument.
Portal Chalk
A blue chalk stick that leaves glowing marks on solid surfaces.
Potion of Agility
A pale-green liquid that makes movement swift and controlled.
Potion of Clarity
A clear potion that calms the mind and breaks magically imposed emotions.
Potion of Elemental Resistance
A potion whose color changes according to the element it contains.
Potion of Flying
A blue liquid filled with small bubbles that rise continuously.
Potion of Healing
A crimson potion that gives off gentle warmth.
Potion of Invisibility
A vial that appears empty until shaken.
Potion of Protection
A silvery potion that leaves a thin film on the skin.
Potion of Strength
A dark, dense liquid that produces an immediate sensation of power.
Potion of Vigor
A sparkling drink that quickens breathing and tenses the muscles.
Precision Spyglass
A refined optical instrument with ground lenses and adjustable focus.
Prince of Frost
A cold crystal amulet engraved with the figure of a young ruler surrounded by ice.
Protective Plate Armor
A suit of plate armor designed to provide protection without the usual clatter of plates. Its inner surfaces are lined with materials that absorb necrotic energy.
Protective Seal
A disc of enchanted wax bearing a defensive symbol.
Psionic Carapace Armor
Psionic armor built around plates resembling an illithid's carapace. Its inner surfaces are engraved with mental geometries that shield the mind.
Psionic Protection Armor
A githyanki breastplate threaded with psionic crystals. Its inner surfaces react to hostile thoughts and magic directed at the wearer.
Psychic Spark
A violet gem that emits regular mental pulses. Its magic multiplies the bolts of force created by the spellcaster.
Punch Blade
A blade mounted on a transverse grip, used for close thrusts and easily concealed beneath clothing or armor.
Purifier
Purifier, the bastard sword from Baldur's Gate II, consecrated against evil. It can be wielded by paladins and pure-hearted warriors.
Pyroquickness Hat
A scorching hat that rewards spellcasters willing to burn themselves to act faster.
Quality Alchemist's Supplies
Graduated glassware, a balance, purified reagents, and an adjustable burner.
Quality Healer's Kit
An orderly bag containing sterile bandages, medicines, splints, and simple surgical instruments.
Quality Herbalism Kit
Sharp instruments, sealed containers, and reagents for preserving delicate samples.
Quality Thieves' Tools
A well-balanced set of steel lockpicks, made to withstand frequent use.
Quarterstaff
A fighting staff common among travelers, monks, and spellcasters; ordinary examples are simple weapons of reinforced wood.
Quickspell Gloves
Thin gloves that quicken arcane gestures, allowing a cantrip to be completed with a single hand movement.
Rakdos Ritual Knife
A ceremonial dagger of Ravnica's Rakdos Guild, made to collect victims' souls and turn every killing into a bloody spectacle.
Ranseur
A military polearm used by infantry to control distance and halt charges or large creatures.
Rapier
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Ravager
A legendary halberd associated with Yaga-Shura and the followers of Bhaal. It was made to mow through entire ranks and break divine defenses.
Raven Gloves
Black, feathered gloves linked to a trained raven that can be summoned onto the battlefield.
Reaper
A great curved weapon associated with death warriors and funerary cults. The name appears in multiple settings as an omen of the final harvest.
Reaper's Embrace
Ketheric Thorm's personal armor, shaped like an exoskeleton of bone, teeth, and dark metal. Every element evokes the death the general served and spread.
Reason's Grasp
Barbarian gloves that tighten around the wrist when fury subsides, restoring clarity and vigor.
Red Dragon Mask
A scarlet mask warm to the touch, decorated with horns and scales reminiscent of an ancient red dragon.
Red Dragon Plate Armor
A suit of plate armor covered with red dragon scales. Even after years, the metal remains warm and smells faintly of smoke.
Red Dragon Scale Mail
A breastplate of red scales, warm and resistant to flame. Its plates retain the scent of ash and brimstone.
Red Prince's Cape
A noble cloak woven in the style of an ancient empire, resembling the Red Prince's iconic garment.
Reflective Shield
A shield polished like a mirror, capable of reflecting arrows and projectiles back toward those who fired them.
Regal Helmet
A ceremonial helmet with an integrated crown, worn by rulers and royal champions during battles and parades.
Reinforced Backpack
A spacious backpack with waxed canvas, metal buckles, and a rigid back panel.
Reinforced Helmet
A common helmet reinforced with a second brow plate and thick padding, intended for soldiers in close combat.
Reinforced Net
A heavy net with metal weights and braided ropes.
Reliable Shield
A simple but perfectly balanced shield, built to provide constant protection without conspicuous mechanisms or magic.
Rending Blade
A sword built to inflict wounds that keep reopening. It is favored by cruel fighters and those who wish to prevent an enemy from recovering.
Repeating Crossbow
A crossbow fitted with a magazine and rapid mechanism, developed by artisans and engineers to sustain a faster rate of fire.
Returning Axe
A throwing axe enchanted to reverse its path after striking. Such weapons are common among dwarves and warriors unwilling to give up their main weapon.
Returning Hammer
A hammer enchanted to reverse course after being thrown. It is favored by warriors who fight at range without giving up their main weapon.
Revealing Powder
A pale powder that adheres to threads, movable plates, and recently handled surfaces.
Reverse Rain Cloak
An absurd enchanted cloak that keeps its wearer constantly wet, as though rain fell from the fabric toward the body.
Reviving Hands
Gloves consecrated to healing, able to wrap a healed creature in protection against weapons.
Rhapsody
The ceremonial dagger of the vampire Cazador Szarr. Its blade accumulates power when the bearer kills, turning spilled blood into arcane precision.
Rieltar's Helm
A helmet attributed to Rieltar Anchev and the intrigues of the Iron Throne. Its severe craftsmanship reflects authority, discipline, and suspicion.
Ring Mail
Simple armor made from metal rings sewn onto a garment of leather or heavy cloth.
Ring of Acuity
A thin ring that keeps the mind alert and improves recall of formulae and details.
Ring of Air Command
A ring crossed by invisible currents that gather the electricity of storms.
Ring of Air Control
An extremely light silver ring able to guide currents and elemental creatures of air.
Ring of Arcane Synergy
A ring engraved with a blade and a rune. After a cantrip, arcane energy immediately transfers to the weapon.
Ring of Blinking
A ring that makes the wearer's outline flicker, shifting them briefly onto the Ethereal Plane.
Ring of Clumsiness
A cursed ring that always seems to turn at the wrong moment, making hands and feet surprisingly clumsy.
Ring of Danger Sense
A ring that vibrates and tightens around the finger when a threat is about to strike the wearer.
Ring of Djinni Summoning
A golden ring containing a pact with a djinni, able to manifest it for brief service.
Ring of Earth Command
A ring bound to the power of earth, able to wrap its wearer in mineral skin.
Ring of Earth Control
A heavy ring of stone and iron, made to command earth and the creatures that dwell within it.
Ring of Elemental Infusion
A ring formed from five metals. After an elemental spell, residual energy passes into the weapon.
Ring of Energy
A crystalline ring that stores magical energy and returns it as protective and offensive force.
Ring of Evasion
A light ring crossed by shifting illusions that confuse the eye.
Ring of Ever-Sight
A ring that tolerates neither darkness, illusions, nor loss of sight. Its engraved pupil remains forever open.
Ring of Feather Falling
An extremely light ring engraved with feathers. When the wearer falls, air thickens around the body and slows the descent.
Ring of Fire
A red ring bound to an incomplete or inaccessible enchantment, able to evoke a brief fire spell.
Ring of Fire Command
A ring that concentrates command over flame into a powerful explosion.
Ring of Fire Control
A classic ring of elemental magic, made to control flame and resist its heat.
Ring of Fire Resistance
An ever-warm garnet ring able to absorb some of the flames directed at the wearer.
Ring of Free Action
A flexible ring formed from movable segments. No grip, chain, or terrain seems able to hold its wearer.
Ring of Gaxx
The terrible ring created by the demilich Kangaxx. Its plain metal conceals powerful necromantic and protective magic.
Ring of Geniality
An elegant, reassuring ring designed to make its wearer's tone and gestures more agreeable.
Ring of Healing
A white-and-red ring that warms when a healing formula is spoken.
Ring of Holiness
A priestly ring decorated with holy symbols, able to expand a cleric's magical resources.
Ring of Infinite Wishes
A ring that promises limitless wishes, though its magic is deceptive or completely spent.
Ring of Invisibility
A classic ring that bends light and attention around the wearer, making them disappear.
Ring of Jumping
A light ring set with an elastic stone, able to amplify every leap enormously.
Ring of Magic
A classic arcane ring engraved with formulae that expand a spellcaster's reserves and precision.
Ring of Magical Defenses
A ring covered in small overlapping seals, each intended to intercept a different form of hostile magic.
Ring of Magic Detection
A ring with a gem that changes color in the presence of auras, enchantments, and magical objects.
Ring of Mental Inhibition
A psionic ring that exploits every mental lapse to make an enemy even more vulnerable.
Ring of Mind Shielding
A silver ring set with a small opaque stone, made to isolate thoughts, soul, and identity from external intrusion.
Ring of Poison Resistance
A green ring engraved with serpents, designed to neutralize toxins and fortify the blood.
Ring of Protection
A very common defensive ring whose invisible barrier deflects blows and bolsters the wearer's resilience.
Ring of Purity
A ring consecrated for highly disciplined priests. Its magic increases the number of prayers the wearer can call upon.
Ring of Regeneration
A red-metal ring that pulses with the wearer's heartbeat and slowly knits wounds and tissue.
Ring of Resistance
A ring with a gem whose color varies according to the energy it was made to repel.
Ring of Restorative Gravity
A ring crossed by concentric lines. Healing magic exerts a slight pull on the target's body.
Ring of Self-Immolation
A ring of glowing iron that deliberately sets the wearer alight to accumulate thermal energy.
Ring of Shadows
A matte black ring that surrounds the wearer in silent dimness, useful for infiltration and escape.
Ring of Shooting Stars
A celestial ring that gathers stellar energy into an electric orb.
Ring of Spell Storing
A hollow ring crossed by inner runes. Spells can be stored within it and released later.
Ring of Spell Turning
A legendary ring formed from two opposing bands. Hostile magic runs along its metal and can return toward its caster.
Ring of Spiteful Thunder
A dark ring that vibrates like a cracked bell. Thunder released by the wearer unbalances creatures already weakened by resonance.
Ring of Swimming
A ring decorated with scales that makes its wearer swift and sure underwater.
Ring of Telekinesis
A ring with a stone suspended in its setting, able to move objects and creatures without physical contact.
Ring of the Ram
A heavy ring carved like a ram's head. When activated, it creates an impact of force at range.
Ring of Three Wishes
A legendary ring containing three complete wishes. Each use extinguishes one of its set gems.
Ring of Throwing
A massive ring that steadies wrist and fingers when throwing weapons and objects.
Ring of True Invisibility
A transparent ring that disappears when observed directly. Its magic conceals even during action and combat.
Ring of Truthfulness
A ring engraved with a closed mouth and an open eye. Lies become difficult to speak or ignore.
Ring of Warmth
A ring warm to the touch that protects its wearer from frost and extreme temperatures.
Ring of Water Command
A ring that holds the cold of deep waters and can unleash it on the battlefield.
Ring of Water Walking
A ring decorated with concentric waves, able to make liquid surfaces solid beneath the wearer's feet.
Ring of X-Ray Vision
A ring set with a milky stone that lets the wearer see through wood, earth, stone, and thin layers of metal.
Rippling Force Mail
Chain mail built to absorb impacts and store them in layers of force energy.
Risky Ring
A ring that offers exceptional accuracy in exchange for dangerous exposure to magic, poison, and other effects.
Ritual Dagger of Shar
A ceremonial blade used in Shar's rituals. Its value comes chiefly from its religious role, but it remains a practical weapon.
Ritual Sling Stone
A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.
Rock Helmet
A low, heavy helmet decorated with stone motifs. Its wearer seems harder to move or knock down.
Rocky's Dog Collar
Rocky's collar, sturdy and worn from use. Its tag still bears the animal's name.
Rope Harpoon
A harpoon attached to a long rope, used by sailors and hunters to keep prey from escaping after being struck.
Rope Ladder
Wooden rungs tied to two parallel ropes, able to be rolled for transport.
Ruby Ring
A gold ring set with a bright ruby, precious but nonmagical.
Ruinblade
A great legendary blade consecrated to destruction. The name has been given to multiple weapons capable of annihilating objects, structures, or protective magic.
Ruinous Flail
A flail made to leave poisonous ruin in its wake. The first wounds dealt in battle quickly contaminate the victim.
Runehammer
A dwarven hammer engraved with sacred and arcane runes. Each rune can release a different effect when the weapon strikes.
Runic Shield
A shield engraved with defensive runes that glow when they absorb a blow or spell.
Rusty Amulet
A corroded iron amulet that probably belonged to a soldier or pilgrim. It retains no recognizable enchantment.
Rusty Studded Shield
A shield covered in rust and worn studs. Despite its neglected appearance, its internal structure is still serviceable.
Sabre
A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.
Sacred Grove Boots
Druidic boots woven with living fibers and leaves. Their soles do not harm plants or natural ground.
Sai
A traditional close-combat weapon common among monks and martial-arts warriors.
Salvaged Wooden Shield
A shield improvised from boards, nails, and pieces of old furniture. It is crude, but can still stop a blade.
Sandthief's Ring
A ring once owned by a desert thief, engraved with dunes and mirages to aid sudden escapes.
Sarevok's Horned Helmet
The helmet once worn by Sarevok Anchev. Its horns, black metal, and Bhaalist engravings turn the wearer into a portent of death.
Saving Grace
An ancient sacred shield whose fame survived Bane's death during the Time of Troubles. Its remaining power is concentrated in exceptional defense.
Scabby Pugilist Circlet
A dirty, worn circlet once belonging to fighters in underground arenas. It awakens when the wearer fights unarmed.
Scale Mail
A breastplate formed from numerous overlapping scales, able to distribute blows without completely restricting the wearer's movement.
Scale Mail of Devotion
A breastplate consecrated to paladins of Devotion. Its polished surface is maintained as a symbol of honesty, honor, and courage.
Scale Mail of the Ancients
A ceremonial breastplate worn by paladins bound to the Oath of the Ancients. Its scales are decorated with leaves, stags, and symbols of rebirth.
Scale Mail of Vengeance
A breastplate worn by paladins who have sworn to pursue and punish an enemy. Its engravings recount oaths that permit no surrender.
Scarab of Protection
A legendary scarab of black stone and gold. Its engraved wings open when a spell or necrotic force threatens the wearer.
Scarlet Leather Armor
Red-dyed light armor, created for fighters who wish to move discreetly without sacrificing a striking appearance.
Scimitar
A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.
Scorpion Dagger
A curved blade decorated like a scorpion's stinger. It delivers poison and paralysis through precise wounds.
Scorpion Helmet
A helmet decorated with a scorpion tail and sand-colored plates. It is made to respond quickly to sudden dangers.
Scroll of Dispel Magic
A scroll covered in broken symbols and formulas of negation.
Scroll of Misty Step
A scroll covered in runes that seem to move when unobserved.
Scroll of Shield
A stiff scroll bearing a barrier-shaped seal.
Scythe
A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.
Seeking Coin
A silver coin that vibrates when brought near a marked object.
Seeking Dart
A magical dart made to find its prey and correct its path in flight. It is used by assassins and hunters who cannot afford to waste their first shot.
Selûne's Spear of Night
The Spear of Night transformed by Selûne's blessing after Shadowheart spares Dame Aylin. It becomes a symbol of rebirth and rejection of Shar's darkness.
Selûnite Amulet
A small lunar symbol carried by followers of Selûne, made from simple silver.
Selûnite Robe
A white-and-silver tunic consecrated to Selûne, decorated with crescent moons and threads that reflect moonlight.
Sending Stone
A flat stone engraved with a rune that warms when it receives a voice.
Sensitive Amulet
An amulet that responds with warmth, vibrations, and subtle color changes to strong thoughts or emotions.
Sentient Amulet
An amulet containing the consciousness of a tormented monk. The voice within alternates between wisdom, laughter, and insistent demands.
Sentinel
A great magical shield of simple appearance, renowned for its extraordinary protective power.
Sentinel Shield
A shield created for guards and watchmen, able to sharpen perception and speed at the start of battle.
Seraphic Pugilist Gloves
Pale gloves decorated with wings and celestial symbols. Every punch releases a brief radiant glow.
Serpent's Sting
A sinuous dagger shaped like a serpent's fang. Its blade is traditionally poisoned or enchanted with toxic magic.
Serpent Scale Armor
A breastplate made of thin, flexible scales, designed to fit close to the body without hindering swift or silent movement.
Sewer Cloak
A cloak once owned by a sewer-dwelling shapeshifter in Athkatla. Outside combat, its magic allows forms suited to the most hostile places.
Shadeclinger Armor
A breastplate of dark leather that seems to cling to nearby shadows. Its magic protects the wearer while they remain in darkness.
Shadow-Cloaked Ring
A black ring that coats weapons and fists in shadow when the target is hidden from the light.
Shadow Blade Ring
A black-glass ring that condenses darkness into a cold, nearly weightless psychic blade.
Shadow Dagger
A blackened blade that seems to vanish in darkness. It is associated with assassins, followers of Shar, and Underdark rogues.
Shadow Dragon Scale Mail
A breastplate of black, matte scales that seem to absorb light and heat. The material comes from a dragon corrupted by the Plane of Shadow.
Shadow Lash
A magic whip woven from darkness, capable of striking beyond ordinary reach and dimming the light around its victim.
Shadow of Menzoberranzan
A drow hood from Menzoberranzan, woven with light-absorbing threads that wrap the wearer in shadow.
Shadow Slayer Cloak
A rough cloak that becomes soft as silk in darkness. It was made for assassins who strike from shadow.
Shadow Spell Circlet
A dark circlet that absorbs light. The wearer's spells become harder to avoid when concealed by shadow.
Shadow Thieves' Cloak
The ceremonial cloak of Athkatla's Shadow Thieves, used as a mark of membership and recognition.
Shamshir
A curved dueling blade, common among sailors, cavalry, and warriors of desert or coastal cultures.
Shapeshifter's Boon Ring
A ring decorated with many faces. Outside combat, its magic accompanies changes in appearance and the forms assumed by the wearer.
Shapeshifter Hat
A druidic hat decorated with feathers and small teeth. Its magic supports those who abandon their own shape to fight as beasts.
Shar's Spear of Evening
A legendary spear consecrated to Shar, shrouded in deep shadows that protect its bearer's sight.
Sharp Caster Hat
A hat with a point rigid as a blade. It was made to eliminate hesitation and weak results from offensive magic.
Sharpened Snare Cuirass
A flexible breastplate built for hunters and battlefield controllers. Its buckles are decorated like tightened snares and traps.
Shattering Gloves
Gloves reinforced with knuckle plates, made to turn punches and unarmed strikes into devastating impacts.
Shield
A common war shield, broad enough to protect the torso and light enough for prolonged combat.
Shield Amulet
A small shield-shaped amulet able to generate a force barrier in a moment of need.
Shield Cloak
A cloak that projects a force barrier especially effective against arrows and other ranged attacks.
Shield of Balduran
The legendary shield attributed to Balduran. Its mirrored surface was enchanted to reflect beholder rays.
Shield of Devotion
A sacred shield decorated with symbols of faith and discipline. Its magic supports the bearer's body and spiritual resources.
Shield of Harmony
A finely decorated shield that keeps its bearer's mind balanced, repelling coercion, fear, and confusion.
Shield of Hope
The shield once owned by Hope, made to protect those who continue to resist even when every escape seems closed.
Shield of Missile Attraction
A cursed shield that draws arrows, bolts, and other projectiles aimed at nearby creatures toward its bearer.
Shield of Order
A perfectly symmetrical shield engraved with formulas of discipline and law. Its magic strengthens every defense of the bearer.
Shield of Returning
A shield enchanted according to the theories of the celebrated Swires. If thrown, it immediately returns to its owner's hand.
Shield of Scorching Reprisal
A fire-blackened shield, built to turn a successful block into a fiery punishment.
Shield of Shooting Stars
A large shield decorated with stars and meteors, made to protect its wearer from a sky darkened by arrows.
Shield of the Hidden Lord
An infernal shield that radiates a terrifying presence around its bearer.
Shield of the Lost
A shield marked with erased names and forgotten symbols. A faint magical barrier protects whoever continues to carry it.
Shield of the Uven Rune
A shield made from the scale of an ancient white dragon and engraved with the giant rune Uven, meaning 'enemy.'
Shield Shield
A shield with an intentionally redundant name, created by an unimaginative craftsman of genuine arcane talent.
Shifting Corpus Ring
A ring with a fluid surface, able to alter the body through temporary blurring and invisibility.
Shimmering Promise
A rare ring designed by the cleric Lenore for the gnome inventor Yrre. Its metal bands retain an electric charge that awakens when the target tries to move.
Shocking Vial
An alchemical vial that releases a concentrated electrical discharge when shattered.
Shoonring
A ring of Shoonite craftsmanship, made by weaving strands of two different metals according to the traditions of the ancient Shoon Imperium. Some specimens conceal surveillance magic placed by their creators.
Short Billhook
A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.
Shortbow
Un arco compatto e maneggevole, adatto a cacciatori ed esploratori. Sacrifica parte della potenza per consentire una preparazione rapida al combattimento.
Short Kopis
A weapon belonging to a specific martial tradition, spread through D&D worlds by mercenaries, monks, travelers, and distant peoples.
Short Scythe
A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.
Shortsword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Short Throwing Spear
A common spear, widespread among hunters, guards, and infantry for its simple construction and versatility in battle.
Short Whip
A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.
Shuriken
A small throwing weapon of Eastern tradition, used to distract, injure, or apply substances to a target.
Shuruppak's Plate Armor
The full armor of the warrior Shuruppak, famed for the unusual speed granted by such heavy armor and for its resistance to fire.
Sickle
A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.
Side Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Silk's Spite
A slender blade associated with Lolth and drow betrayal. Its surface seems covered in spiderweb strands, and the weapon's magic grows through several stages of awakening.
Silk Rope, 50 Feet
A light, flexible, and highly durable rope that is easy to carry.
Silver Amulet
A simple silver amulet suitable as an ornament or base for a future enchantment.
Silver Band
A simple and elegant silver band with no enchantments.
Silver Locket
A simple silver locket suitable for holding a portrait, lock of hair, or religious symbol.
Silver Necklace
A necklace of polished silver, elegant and suitable for small pendants or holy symbols.
Silver Pendant
A silver pendant engraved with symbols of guidance and protection, common among priests and travelers.
Simbolo sacro semplice
Un emblema di legno o metallo comune che rappresenta la fede del portatore. Usato per preghiere e rituali, non concede bonus né poteri magici.
Simple Bodice
A bodice of cloth and leather without special reinforcement. It is better suited to daily life than prolonged combat.
Simple Boots
Common boots made from rough leather and simple laces. They protect against the weather but offer no special advantage.
Simple Spyglass
A leather-covered optical tube useful for viewing distant details.
Skin of the Feral Guardian
A druidic breastplate made from animal hides and trophies. Outside combat, its enchantments accompany the wild shapes assumed by the wearer.
Skull-Spiked Helm
A helmet covered in spikes and bone fragments. Its aggressive appearance is intended to intimidate before combat even begins.
Skullsplitter
A greataxe or maul built to strike the head with brutal force. It is a common name among orcish, barbarian, and arena weapons.
Sling
A simple ancient ranged weapon used by shepherds, scouts, and skirmishers to launch projectiles at considerable speed.
Sling of Seeking
A magic sling whose shots seem to pursue their target. It is associated with scouts and marksmen who fight enemies protected by cover.
Slippers of Spider Climbing
Light slippers with spider-foot soles. Their magic clings to walls and ceilings without using the hands.
Slippery Chain Shirt
A chain shirt enchanted to protect healers and rescuers. Anyone healed by the wearer can move away without leaving an opening.
Slouchy Hat
An old floppy hat, warped by rain and use. It offers more character than protection.
Small Shield
A light, manageable shield suited to scouts and fighters who do not wish to sacrifice mobility.
Smelling Salts
A small vial of substances with an extremely pungent odor.
Smith's Tools
Hammers, tongs, files, and punches suitable for crafting and emergency repairs.
Smoke Bomb
A cylinder that rapidly releases dense smoke.
Smoke Trap
A small pressure device connected to a smoke capsule.
Smoke Vial
A vessel that releases a dense, irritating cloud when shattered.
Smuggler's Ring
An anonymous ring bearing small secret symbols, favored by those who live through theft, clandestine passage, and forged documents.
Snakeskin Hat
A flexible hat sewn from snakeskin. The material moves with the wearer and seems to react to danger.
Snicker-Snack
The vorpal sword tied to the Jabberwock and the legends of Witchlight. Its name evokes the sound of the blade severing a head with a perfect blow.
Snow-Dusted Monastery Gloves
Monastic gloves covered in permanent frost. Unarmed strikes transfer the accumulated cold.
Snowburst Ring
An icy ring that leaves crystals on the fingers. Every instance of cold damage turns the ground around the target to ice.
Snowshoes
Light woven frames designed to distribute weight.
Sonic Sphere
A small glass capsule containing reagents that explode with a loud bang.
Soothing Balm
A cooling ointment prepared with aromatic herbs.
Soporific Vial
A vial of heavy, sweet-smelling vapors.
Soulbreaker Greatsword
A githyanki greatsword designed to strike mind and body at once. Its special blow can leave the target unable to react.
Soul Catching Gloves
Legendary gloves embroidered with spiritual circuits, able to absorb the life force released by unarmed strikes.
Soul Reaper
A necromantic dagger able to retain part of its victims' essence. It is sought by assassins, necromancers, and death cults.
Soul Reaver
A greatsword from Baldur's Gate II that progressively weakens the enemy. Each wound makes it harder to respond to subsequent blows.
Sparky Points
A longbow designed to accumulate electric charges with every hit. It is one of the rewards offered for rescuing those trapped at Waukeen's Rest.
Sparky Points
A robe reinforced with metal conductors that crackle when the wearer accumulates energy. The fabric glows with bluish discharges.
Spear
A common spear, widespread among hunters, guards, and infantry for its simple construction and versatility in battle.
Spectator Eyes
An amulet made from small dried beholder eyes. Two of them still open to emit hostile rays.
Speedy Lightfeet
Boots threaded with electric filaments. Dashing forward builds charges that crackle around the legs.
Spellcrux Amulet
An amulet built around a crystal able to collect and return magical energy of any intensity.
Spellguard Shield
A shield covered in arcane seals that react when a hostile spell crosses its edge.
Spell Savant Amulet
An amulet engraved with circles of arcane theory, intended for those who wish to retain more formulae in their mind.
Spellseeker Gloves
Sorcerer's gloves able to guide spell attacks toward their target at an additional energy cost.
Spidersilk Armor
Light armor woven from Underdark spider silk. The material is thin, durable, and nearly noiseless.
Spiderstep Boots
Thin boots decorated with web motifs. Their soles cling to vertical surfaces and leave almost invisible tracks.
Spiked Bone Boots
Barbarian boots covered in bone spikes. During rage, the spikes grow and make approaching the wearer dangerous.
Spiked Chain
A chain adapted for combat, difficult to master but able to strike from unpredictable angles.
Spiked Gauntlet
A spiked, reinforced metal glove used by gladiators and soldiers to turn punches and grapples into lethal attacks.
Spiked Mace
A bludgeoning weapon common among guards, clerics, and infantry, valued for its effectiveness against armored targets.
Spiked Shield
A tangible weapon of D&D fantasy worlds, used by soldiers, adventurers, or members of a specific martial tradition.
Spiked Shield
A shield covered in spikes and nails, usable both for defense and for striking anyone who comes too close.
Spiked Studded Leather Armor
Studded leather protection covered in small metal spikes. Any close contact can become a wound.
Splint Armor
Armor reinforced with long metal splints fixed over leather and cloth, common among heavy infantry and professional guards.
Sporekeeper Armor
An armored robe steeped in the spores of a myconid sovereign. Fungi and filaments grow across the fabric without consuming it.
Spurred Band
A band decorated with small spurs. Its magic lends momentum to the wearer during dashes and charges.
Staff of Defense
A protective staff that raises a personal barrier around its wielder.
Staff of Fire
An arcane staff permeated by a core of inexhaustible flame.
Staff of Frost
An arcane staff covered in frost that unleashes cold in a violent wave.
Staff of Healing
A consecrated staff that channels its magic into direct, reliable healing.
Staff of Power
A staff of great arcane power able to release a single detonation of force.
Staff of Rynn
A powerful magical staff from the adventures of Athkatla. It has no flashy powers; its fame comes from the supernatural accuracy and force of its blows.
Staff of Striking
An arcane staff sought by Baldur's Gate's most powerful spellcasters. Designed as a reserve of magical energy, it can support one decisive cast after ordinary resources are depleted.
Staff of Swarming Insects
A staff covered in carvings resembling wings and carapaces. The magic trapped within summons swarms of insects and large vermin to defend its bearer.
Staff of the Adder
A priestly staff decorated with a serpent's head, whose magical venom awakens on the first impact.
Staff of the Forgotten One
Acererak's staff, containing the imprisoned essence of an entity known as the Forgotten One. It is a dangerous necromantic relic with a will and curses of its own.
Staff of the Magi
A supreme staff of the arcane tradition, able to release a devastating detonation of force.
Staff of the Python
A staff decorated with a carved python, able to release a magical serpentine constriction.
Staff of the Ram
A staff ending in a carved ram's head, made to smash doors, shields, and enemies with violent bursts of force.
Staff of the Woodlands
A staff revered by druids and woodland guardians. Its living wood protects the wielder with magical bark.
Staff of Thunder and Lightning
A ceremonial staff made to command storms. Its metal ends accumulate electric energy and rumble like thunderclouds when wielded.
Staff of Withering
A staff corrupted by necrotic energies, associated with fallen druids and priests of death. Its wood appears dry and lifeless even when stored in damp places.
Staff Sling
A fighting staff common among travelers, monks, and spellcasters; ordinary examples are simple weapons of reinforced wood.
Stalker's Gloves
Predator's gloves with matte palms and silent stitching, made to open a fight with a surprise attack.
Star Dagger
A dagger decorated with astral motifs, traditionally associated with planar travelers and priests of celestial deities. More than one item bears this name.
Steadfast Maul
A Baldur's Gate maul made to overcome resistance and armor. Its head is so solid that it still deals some damage even when the blow does not fully land.
Stealthy Hood
A light hood designed to break up the outline of the face and blend into shadows and crowds.
Steel Watcher Helmet
A massive helmet shaped like the face of a Steel Watch construct. Its plates are thick and expressionless.
Stiletto
A narrow, easily concealed blade, built to penetrate gaps in armor and strike with precision.
Storm Boomerang
A crystal-and-metal boomerang born in temples of elemental air. When thrown, it releases a peal of thunder, but must be recharged at an elemental node.
Storm Bow
A bow made to channel wind, thunder, and lightning. Different sources attribute it to mountain rangers, sailors, and champions of storm deities.
Storm Scion's Power Hat
A hat crossed by embroidery like sound waves. Every thunderous impact feeds the wearer's magical acuity.
Storm Star
A legendary morningstar from Baldur's Gate II, capable of unleashing lightning and thunder. It was one of the most powerful bludgeoning weapons of the final battles.
Storm Trident
A trident charged with atmospheric energy, associated with storm lords and coastal warriors.
Stormy Clamor Boots
Light boots that vibrate at the sound of thunder. A sonic burst gives the wearer a sudden, almost uncontrollable surge.
Strongarm's Bow
A heavy composite bow tied to the legend of Bearpaw, made to be drawn only by archers of exceptional strength. The string's power compensates for the difficulty of use.
Studded Leather Armor
Leather protection reinforced with studs and metal plates, prized by scouts and fighters who favor mobility and silence.
Studded Shield
A shield reinforced with numerous metal studs, able to deflect blades and make a close impact more painful.
Stun Mine
A pressure device that releases a violent sonic discharge.
Sun Blade
A blade made of condensed sunlight, often entrusted to champions fighting undead and creatures of darkness.
Sun Bow
A bow consecrated to light, carried in legend by undead hunters and defenders of solar temples. Several weapons bear this name and have different histories.
Sunwalker's Gift
A drow ring made for those who must live far from the Underdark, able to improve vision in darkness.
Supreme Healing Potion
A ruby-red elixir in a vial decorated with protective seals.
Surgeon's Subjugation Amulet
A surgical amulet covered in miniature instruments. A perfect strike can block the target's nerves and muscles.
Surgical Kit
A rigid case containing scalpels, forceps, needles, and instruments for complex procedures.
Sussur Dagger
A blade forged with sussur bark in the forge of the Blighted Village. The tree's magic suppresses the target's spells.
Sussur Greatsword
A greatsword forged with bark from the sussur tree. The plant's magic suppresses sounds and spells in wounded creatures.
Svartlebee's Woundseeker
A greatsword associated with the Flaming Fist Svartlebee and carried by Gauntlet Yeva. The blade seems drawn to already-open wounds, making it easier to strike a weakened enemy.
Svartlebee's Woundseeker Sword
A one-handed version of the weapon associated with the Flaming Fist Svartlebee. The blade seems to guide its strike toward wounds already opened.
Swires's Shield
A shield transformed by gnomish engineering into a curved board, sturdy enough to be used for sliding down slopes and across surfaces.
Swiresy Shoes
Shoes created by the renowned gnome inventor Swires. Hidden springs and reinforcements turn every step into a remarkable leap.
Swordmaster Gloves
Reinforced fencing gloves able to guide parries and counterattacks with light blades.
Sword of Arvoreen
A sword consecrated to Arvoreen, warrior defender of the halflings. It is intended to protect villages and companions rather than win personal glory.
Sword of Balduran
The sword attributed to Balduran, explorer and founder of the namesake city. Recovered among the remains of his travels, it became a relic of the city's history.
Sword of Chaos
Sarevok Anchev's sword, recovered in the depths of the Murder Tribunal. The blade retains the Bhaalspawn's violence and absorbs vitality with every wound.
Sword of First Blood
A Baldur's Gate sword that reacts to the first blow struck in an encounter. It is designed to reward those who immediately seize the initiative.
Sword of Grief
A blade steeped in suffering, associated with cursed warriors and cults that turn pain into strength. The name appears in several chronicles without a single owner.
Sword of Justice
A sword carried by paladins and fiend hunters. In Baldur's Gate it is associated with the false paladins of Tyr led by Anders.
Sword of Kas
The artifact sword of Kas the Bloody-Handed, Vecna's lieutenant and betrayer. The sentient blade hates the lich and urges its bearer to seek power and revenge.
Sword of Life Stealing
A necromantic blade that steals life energy with its most precise blows. It is sought by warriors willing to survive at their enemies' expense.
Sword of the Dales
A sword from the Dalelands of the Forgotten Realms, passed down among local militias and adventurers who defend isolated communities.
Sword of the North
A sturdy sword of the northern lands, carried by warriors, mercenaries, and defenders of frontier communities.
Sword of Zariel
Zariel's angelic sword, an artifact blade permeated by intense celestial light.
Synaptic Needle Amulet
A long, thin psionic amulet shaped like a needle intended to pierce thoughts and reflexes.
Szarr Family Ring
The Szarr family signet ring, decorated with a bat and vampiric symbols. It is chiefly a key of rank and belonging.
Talenta Boomerang
The traditional weapon of Eberron's Talenta Plains halflings, used in dinosaur hunts and clashes between nomadic clans.
Talenta Sharrash
A tangible weapon of D&D fantasy worlds, used by warriors, adventurers, or members of a specific tradition.
Talenta Tangat
A tangible weapon of D&D fantasy worlds, used by warriors, adventurers, or members of a specific tradition.
Talisman of the Sphere
A talisman engraved with a perfect black circle, made to control a Sphere of Annihilation.
Talwar
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Tansheron's Bow
A magical bow able to generate its own ammunition, traditionally associated with archers of the Forgotten Realms and one of the weapons used by Catti-brie.
Tarnished Amulet
An old amulet blackened by time, its decoration nearly lost beneath scratches and oxidation.
Tarnished Locket
An oxidized medallion, hard to open and too worn to discern the image kept inside.
Tarnished Pendant
A pendant blackened by time, its central stone stripped of luster and value.
Tarnished Ring
An old oxidized ring, without stones or any recognizable enchantment.
Tarnished Wedding Ring
An old, tarnished wedding ring bound to a forgotten promise or one that ended tragically.
Taulmaril
Taulmaril the Heartseeker is Catti-brie's renowned magical bow. After her death it passed to Drizzt and remained one of the relics of the Companions of the Hall.
Tearulai
A sentient longsword of elven origin, once part of a transformed green dragon. It was found in the depths of Undermountain and longs to return to the forests.
Telescoping Mirror
A small mirror mounted on an extendable rod, designed to look around corners and through gaps.
Terrifying Helmet
A helmet decorated with fangs, horns, and threatening lines. Its magic amplifies the wearer's presence and weakens enemy courage.
Tessen
A reinforced war fan used as a discreet weapon by nobles, monks, and trained agents.
Tetsubo
A heavy iron-bound mace of Eastern tradition, associated with warriors of exceptional strength and gigantic creatures.
The Answer
One of Greyhawk's legendary Swords of Answering, forged in imitation of Fragarach. The blade embodies the idea of replying immediately and without hesitation to anyone who dares strike its bearer.
The Crimson Ending
A gigantic adamantine morningstar consecrated to Bane and inhabited by the pit fiend Izeelzee. The weapon demands obedience, conquest, and submission from anyone its bearer encounters.
Thermoarcanic Gloves
Wizard's gloves that absorb the heat of fire spells and store it as usable energy.
The Shimmering Barrier
A conductor ring that creates a barrier against electric discharges and prevents energy from paralyzing the wearer.
The True Shimmering Barrier
A curious gnomish shield crossed by electrical conductors. Accumulated charges can be released in a violent explosion.
Thief's Blade
A short, discreet blade associated with criminal guilds and master thieves. Magical examples aid sneak attacks, initiative, and escape.
Thief's Hood
A dark hood that conceals features and gaze, common among thieves, scouts, and clandestine agents.
Thin-Soled Shoes
Simple footwear that lets the wearer feel the ground beneath their feet, favored by dancers and monks.
Thin Elven Blade
A thin, perfectly balanced elven blade, created to combine precision, elegance, and speed.
Thin Elven Sword
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Thorncutter
A short blade built to cut thorns, brambles, and vines, then adapted for combat. It is common among scouts and hunters crossing dangerous forests.
Thorn of Evening
A slender blade tied to night and the cults of darkness. The name appears on rapiers or swords consecrated to Shar and other nocturnal powers.
Throwing Axe
A common weapon derived from work tools and adopted by warriors, woodsmen, and frontier peoples.
Throwing Disc
A sharp throwing disc common in some warrior cultures, prized for its fast, hard-to-track trajectory.
Throwing Hammer
A common military hammer designed to focus impact against armor, shields, and bone.
Throwing Knife
A common, easily carried weapon used by soldiers, hunters, and adventurers as both tool and means of defense.
Throwing Trident
A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.
Thunder Bomb
A small device designed to produce a sharp, violent bang.
Thunderpalm Strikers
Monastic gloves that turn the palm into a sonic blast, making bones and armor resonate.
Thunderskin Cloak
A cloak that vibrates like a membrane during thunder. Its resonance can stun anyone who strikes the wearer.
Thunder Spear
A magic spear that stores sonic energy and releases it on impact. It is associated with storm warriors and air cults.
Till Death Do Us Part
A cursed wedding ring bound to a promise that endures beyond death.
Till Death Do Us Part
A variant of the cursed wedding ring, whose vow binds the wearer to survival and loss.
Tinderbox
A small set of steel, flint, and dry tinder.
Tinderstrike
An artifact dagger that ignites a persistent zone of flame around a chosen point.
Titanstring Bow
A longbow made to harness not only the archer's skill but also physical strength. In Baldur's Gate, it is prized by powerful warriors who want every arrow to strike with overwhelming force.
Tonfa
A defensive and striking weapon used by monks and guards, effective for both parrying and attacking.
Topographic Map
A map annotated with roads, terrain, waterways, and settlements.
Torcia
Una torcia di legno avvolta in stracci resinosi. Una volta accesa illumina i passaggi bui e si consuma con l’uso.
Tortuous Path Boots
Explorer's boots designed to cross roots, rubble, and uneven ground without losing speed.
Tourmaline Ring
A ring set with tourmaline in shifting hues, elegant but not enchanted.
Trail of Ruin
Ruin's Wake, an artifact spear created by Gruumsh and bound to the massacre of the elves. Its point carries the orc god's hatred and encourages conquest.
Training Shield
A blunted, padded shield built for military drills and duels without lethal consequences.
Travel Backpack
A canvas-and-leather backpack with multiple straps and pockets.
Travel Pulley
A small system of wheels, hooks, and ropes for lifting loads.
Travel Rations, One Day
Hard bread, salted meat, dried fruit, and preserved cheese.
Treacleflow Amulet
An amulet sticky to the touch, threaded with an amber substance that slows and hinders whatever its magic strikes.
Tressym Collar
A small collar once worn by a tressym. Its residual magic allows objects to be moved with the mind.
Trident
A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.
Triumphant Helmet
A parade helmet with a plume and victory motifs. Every success in battle seems to restore its shine.
True Love's Caress
One of two matching rings created to share protection and suffering between two lovers.
True Love's Embrace
One of two matching rings created to share wounds and protection between two lovers.
Tuigan Bow
A small bow of the Tuigan steppes, light and exceptionally fast. It became famous for enabling a faster firing rhythm than ordinary shortbows.
Twilight Ring
A ring of dull metal that strengthens the wearer's defense when fighting in dim light or darkness.
Twinkle
The magical scimitar of Drizzt Do'Urden, gifted by the gold dragon Pikel. Its blue blade protects the bearer and is often wielded alongside Icingdeath.
Two-Bird Sling
A sling enchanted on the principle of hitting two targets with one shot. Its projectile ricochets or splits after the first impact.
Two-Handed Sword of Chaos
The greatsword of chaos wielded by Sarevok during the events of Baldur's Gate II. It was forged for a warrior intent on attaining divinity through blood.
Tyr's Blade of Justice
A sword consecrated to Tyr and carried by those claiming to act in the name of justice. In Baldur's Gate, it was wielded by Anders, a false paladin in Zariel's service.
Tyrant's Blade
A blade that belonged to a cruel authority figure or a champion of Bane. It is built to impose fear and obedience rather than for honorable combat.
Tzu-Zan's Bracers
Eastern bracers once belonging to Master Tzu-Zan, designed to support balance, speed, and unarmed strikes.
Unholy Shield
A ritual shield used by sacrilegious warriors. Its engravings amplify effects that spread fear and despair.
Unlucky Thief's Gloves
Lockpicker's gloves that improve dexterity but retain a small, unpredictable curse.
Unwanted Masterwork Gauntlets
Superbly crafted gauntlets made by a reluctant artisan. Their quality remains evident despite signs of frustration.
Unwanted Masterwork Greaves
Superbly crafted greaves made by a reluctant artisan. Every joint is perfect, but the metal bears signs of anger and frustration.
Unwanted Masterwork Scale Mail
A masterful breastplate made by a craftsman who did not wish to finish it. The precision of its workmanship contrasts with the resentment impressed into the metal.
Urban Camouflage Cloak
A reversible cloak in muted colors, fitted with a hood and hidden pockets.
Urumi
A flexible sword made from one or more slender blades, extremely dangerous and usable only by trained fighters.
Usuno's Blade
A ninjatō created for the warrior Usuno and found during the final adventures of the Bhaalspawn. The blade combines extreme speed with electrical discharges.
Uthgardt Ceremonial Belt
A tribal belt decorated with bone, fur, and Uthgardt symbols, worn during rites and battles.
Valenar Double Scimitar
The traditional weapon of Eberron's Valenar elves, consisting of two curved blades joined by a single grip. Each warrior sees it as a bond with the ancestors who guide their style.
Vampiric Gloves
Gloves decorated with small, toothed leeches. Their magic drains the target's vitality and transfers it to the wearer.
Varsh Ko'kuu's Boots
Githzerai boots once worn by Varsh Ko'kuu, designed to accompany mental discipline, meditation, and controlled movement.
Venom's Dagger
A poisonous dagger from the classic Baldur's Gate games, known for applying lingering toxins and disrupting spellcasters.
Venom Blade
A sword enchanted to deliver toxins through a wound. It is associated with assassins, drow, and serpent cults, but the name has been used for several examples.
Venom Dagger
A dagger with a reservoir or toxic enchantment, favored by assassins, drow, and serpent cults.
Verdelite Ring
A ring set with rare green verdelite, precious but nonmagical.
Vhailor's Helm
The helmet of Vhailor, a Mercykiller of Sigil. Its magic preserves an incomplete copy of the wearer's identity and can briefly materialize it.
Vial of Arcane Energy
A vial filled with sparks that move like glowing insects.
Viconia's Walking Fortress
Viconia DeVir's legendary shield, massive as a fortified door and covered in symbols of Shar. Its magic turns the wearer into an almost impregnable defense.
Viper Armor
A leather breastplate decorated with serpentine motifs. The treated hides protect against toxins and evoke a viper's bite.
Visored Helmet
A heavy helmet with a lowering visor, made to fully protect face, temples, and jaw.
Vital Conduit Boots
Boots crossed by metal channels that turn accumulated energy into temporary protection.
Vivacious Cloak
A vividly colored cloak that reacts to spellcasting by surrounding the wearer with a brief vital barrier.
Wakizashi
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
Wapira's Crown
A druidic crown granted as a reward for defending the Emerald Grove. Its magic restores vitality to those who heal others.
War Bow
A common weapon of archer formations, made for accurate ranged attacks and widespread in armies, militias, and adventuring companies.
War Claw
A blade fixed to the hand or forearm, adopted by agile fighters, monks, and warriors of exotic cultures.
War Fan
A reinforced war fan used as a discreet weapon by nobles, monks, and trained agents.
Warhammer
A common military hammer designed to focus impact against armor, shields, and bone.
War Hook
A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.
Warlord's Gauntlets
Gauntlets that radiate confidence and expertise. Every gesture resembles a lesson in martial strategy.
Warped Headband of Intellect
A psionic band warped by the experiments of an ogre who became unusually intelligent. The bent metal still retains an artificial mind.
War Pick
A common military hammer designed to focus impact against armor, shields, and bone.
War Pick
A pick transformed into a weapon of war, able to focus impact into a point effective against armor and stone.
War Scythe
A farming implement adapted for war, common among rural militias, druids, and fighters who favor curved blades.
War Spear
A common spear, widespread among hunters, guards, and infantry for its simple construction and versatility in battle.
War Spit
A tangible polearm used by hunters, infantry, sailors, or warriors specializing in controlling distance.
Waterproof Bag
A waxed-canvas sack with a roll-top closure.
Waterskin
A treated leather vessel with a wooden stopper.
Watersparkers
Boots covered with small luminous droplets that never evaporate. Every step briefly leaves a trail of sparkling water.
Wave
Wave is the sentient trident of White Plume Mountain. It worships sea deities and demands that its bearer respect and spread the dominion of the oceans.
Wavemaster Trident
A trident consecrated to the tides, carried by sea priests and warriors able to summon water and storms.
Wavemother's Boots
Boots consecrated to the Wavemother, covered with shells and blue metal. Water flows around their soles without hindering them.
Wavemother's Cloak
A blue cloak consecrated to the Wavemother. Its fabric is always damp and forms a water barrier at the start of battle.
Wavemother's Scythe
A sickle consecrated to Umberlee and the priestesses of Baldur's Gate's Water Queen's House. It was carried by Allandra Grey, the Risen Tide.
Wavemother's Sickle
The personal sickle of Allandra Grey, high priestess of Umberlee. Its blade favors wet or submerged foes, as though the sea itself guided the strike.
Waythe
A sentient sword that belonged to an ancient giant champion. The blade judges the courage of those who wield it and despises cowardice.
Wealthy Arcanist's Helmet
A light helmet decorated with gems and filigree, made for a spellcaster unwilling to choose between luxury and power.
Weave Blade
A sword permeated by the magical Weave, traditionally associated with Mystra and arcane swordsmen. It can serve as both a weapon and a spellcasting focus.
Weave Cloak
A cloak woven with threads steeped in the Weave, made to increase spell accuracy and power.
Well-Crafted Boots
A pair of good-quality boots with strong stitching, durable soles, and well-supported ankles.
Well-Crafted Helmet
A helmet made from good-quality metal with careful padding. It is nonmagical but better than common production.
Well-Kept Boots
Clean, carefully polished boots. Comfortable and presentable, but without any notable history.
Whelm
Whelm is the sentient hammer of White Plume Mountain, created by dwarves to fight giants and enemies of their strongholds.
Whip
A flexible weapon used by trainers, gladiators, and duelists to strike at range and control space.
Whispering Mask
A mask carved from the cursed wood of Auntie Ethel. It whispers promises and commands until the wearer's will gives way.
Whispering Promise
A ring from which a faint, reassuring voice continuously repeats a prayer of protection.
White Dragon Mask
One of the legendary Dragon Masks, shaped like the face of a white dragon and covered in ice crystals.
White Dragon Scale Mail
A breastplate made from pale, icy scales taken from a white dragon and treated to retain their cold.
Wide-Brimmed Hat
A light headpiece worn by travelers, spellcasters, or performers; its usefulness comes more from enchantment than material protection.
Widow's Knife
A traditional weapon of Athas, derived from an agricultural tool of the verdant belts. Its broad serrated blade inflicts deep wounds and can also be thrown.
Windrider's Amulet
An amulet crossed by invisible air currents. The feathers tied to its chain never remain completely still.
Windvane
A sentient spear that channels wind and lightning into a straight-line discharge.
Winged Boots
Boots decorated with small wings that open when a command word is spoken, lifting the wearer into the air.
Winter's Clutches
Boots lined with white fur and protected by frost runes, intended for travelers crossing tundra and snowy mountains.
Winter's Clutches
Gloves covered in permanent frost. Every cold effect deposits new layers of ice on the target.
Winter Bedroll
A heavy bedroll lined with wool and fur.
Wire and Bells
A thin dark cord with small bells, suitable for improvising an alarm.
Witch's Belt
A black-leather belt covered in vials, runes, and small amulets, once owned by a practitioner of dark magic.
Wizard's Friend
A small ring engraved with arcane and religious symbols, useful to scholars who frequent libraries and temples.
Wizard Hat
The classic pointed hat of a spellcaster, often decorated with stars, moons, or arcane symbols. Its purpose is chiefly ritual and identificatory.
Woe
Cazador Szarr's staff, claimed after the vampire lord's defeat. Its magic restores vitality when enemies succumb to the wielder's spells.
Wolf Cloak
A cloak of hide and fur that retains a wolf's instinct. Outside combat, it allows the wearer to assume a wolf's form.
Wondrous Gloves
Bardic gloves embroidered with notes and arabesques. Their magic protects the wearer and amplifies their ability to inspire.
Wooden Heart Ring
A ring carved from an ancient branch. Its magic protects the mind and strengthens the bond with nature.
Wooden Shield
A traditional shield made from glued and reinforced wooden planks, inexpensive and common among guards and adventurers.
Wood Woad Shield
A living shield made of intertwined bark and vines. Its roots stir when the bearer prepares an attack.
Wool Blanket
A thick, rough but durable blanket.
Worldbreaker
A heavy weapon whose name recurs in legends of champions, giants, and warlords. Every version is associated with a single blow able to break ground, walls, or enemy ranks.
Wrist Crossbow
A small crossbow fastened to the forearm, favored by assassins and agents who need to conceal the weapon beneath clothing or cloaks.
Wulbren's Hammer
The personal hammer of Wulbren Bongle, leader of the Ironhand deep gnomes. It is a smithing tool turned into a weapon against constructs and structures.
Xyanyde
Minthara Baenre's personal mace. Its name recalls a drow priestess of the past, and the weapon spreads faerie fire over enemies that evade its blows.
Yamato
A magic katana from Athkatla, renowned for its balance and the protection it grants its bearer. Its name evokes the ancient Eastern lands.
Yuan-ti Scale Armor
An exotic breastplate of yuan-ti craftsmanship, formed from light, perfectly articulated scales. It allows swift and silent movement despite its protection.
Zerth Blade
A githzerai sword associated with zerth discipline and the teachings of Zerthimon. The blade combines martial technique with psionic channeling.
Zina's Dog Collar
Zina's collar, decorated with a small tag and reinforced stitching.
Zweihänder
A common sword, or one belonging to a specific martial tradition, used by soldiers, duelists, and adventurers in the fantasy worlds of D&D.
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