Trident Of Fish Command (uncommon, Dmg 209)

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Ascendant campaigns can view previous versions of their pages, see what has changed (and who did it), and even restore old versions. It's like having a rewind button for your campaign. Trident of Fish Command (uncommon, dmg 209)This finely crafted weapon is said to lead the one who wields it to wealth and glory. Hilde’s Marvellous Scrolls On Priest’s Rise, northeast of the town gate.

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  • Trident of Fish Command. Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. Vicious Weapon.
  • This Minecraft tutorial explains the Impaling enchantment with screenshots and step-by-step instructions. The Impaling enchantment is a new enchantment that will be available in the Aquatic Update (Java Edition 1.13) and can be added to a trident.
  • 1 Magic Weapons & Ammunition

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

Animated Shield

Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Armor, +1, +2, or +3

Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)

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

Armor of Invulnerability

Armor (plate), legendary (requires attunement)

You have resistance to nonmagical damage while you wear this armor.

Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

Armor of Resistance

Armor (light, medium, or heavy), rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.

d10Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder

Armor of Vulnerability

Armor (plate), rare (requires attunement)

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Arrow-Catching Shield

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Demon Armor

Armor (plate), very rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse: Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Dragon Scale Mail

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

DragonResistance
BlackAcid
GoldFire
BlueLightning
GreenPoison
BrassFire
RedFire
BronzeLightning
SilverCold
CopperAcid
WhiteCold

Trident Of Fish Command (uncommon Dmg 209) Mac

Elven Chain

Armor (chain shirt), rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Glamoured Studded Leather

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Mithral Armor

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Plate Armor of Etherealness

Armor (plate), legendary (requires attunement)

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

Dwarven Plate

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Shield, +1, +2, or +3

Armor (shield), uncommon (+1), rare (+2), or very rare (+3)

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

Shield of Missile Attraction

Armor (shield), rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Magic Weapons & Ammunition

Dragon Slayer

Weapon (any sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Ammunition, +1, +2, or +3

Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)

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

Arrow of Slaying

Weapon (arrow), very rare

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Trident Of Fish Command (uncommon Dmg 209) 1

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Berserker Axe

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Dagger of Venom

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Dancing Sword

Weapon (any sword), very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defender

Weapon (any sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Dwarven Thrower

Weapon (warhammer), very rare (requires attunement by a dwarf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Flame Tongue

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Frost Brand

Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Giant Slayer

Weapon (any axe or sword), rare

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You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Hammer of Thunderbolts

Weapon (maul), legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Giant’s Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Holy Avenger

Weapon (any sword), legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Javelin of Lightning

Weapon (javelin), uncommon

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

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

Luck Blade

Weapon (any sword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

Mace of Disruption

Weapon (mace), rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace of Smiting

Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mace of Terror

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a

30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Nine Lives Stealer

Weapon (any sword), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Oathbow

Weapon (longbow), very rare (requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Scimitar of Speed

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Spellguard Shield

Armor (shield), very rare (requires attunement) Guild wars 2 download mac.

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sword of Life Stealing

Weapon (any sword), rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

Sword of Sharpness

Weapon (any sword that deals slashing damage), very rare (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Sword of Wounding

Weapon (any sword), rare (requires attunement)

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Trident of Fish Command

Weapon (trident), uncommon (requires attunement)

Trident Of Fish Command (uncommon Dmg 209) Free

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Vicious Weapon

Weapon (any), rare

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

Vorpal Sword

Weapon (any sword that deals slashing damage), legendary (requires attunement)

Trident Of Fish Command (uncommon Dmg 209) Edition

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Weapon, +1, +2, or +3

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

Trident Of Fish Command (uncommon Dmg 209) Version

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

Trident Of Fish Command (uncommon Dmg 209) Download

  1. Efreeti Chain Heavy Armor 55 lbs.
  2. Powered Armor Heavy Armor 65 lbs. Legendary LLK
  3. Glamoured Studded Leather Light Armor 13 lbs. Rare DMG
  4. Heward's Hireling Armor Light Armor 10 lbs. Very Rare LLK
  5. Animated Shield Shield 6 lbs. Very Rare DMG
  6. Pariah's Shield Shield 6 lbs. Rare GGR
  7. Shield of Expression Shield 6 lbs. Common XGE
  8. Shield of Missile Attraction Shield 6 lbs. Rare DMG
  9. Shield of the Uven Rune Shield 6 lbs. Very Rare WDMM
  10. Spellguard Shield Shield 6 lbs. Very Rare DMG
  11. Dragonguard Medium Armor 20 lbs. Uncommon LMoP
  12. Saint Markovia's Thighbone Melee Weapon 4 lbs. Rare CoS
  13. Adventurer's Battleaxe Martial Weapon, Melee Weapon 2 lbs. Unknown (Magic) CoS
  14. Axe of the Dwarvish Lords Martial Weapon, Melee Weapon 4 lbs. Artifact DMG
  15. Azuredge Martial Weapon, Melee Weapon 4 lbs. Legendary WDH
  16. Blackrazor Martial Weapon, Melee Weapon 6 lbs. Legendary DMG
  17. Dawnbringer Martial Weapon, Melee Weapon 3 lbs. Legendary OotA
  18. Drown Martial Weapon, Melee Weapon 4 lbs. Legendary PotA
  19. Dwarven Thrower Martial Weapon, Melee Weapon 2 lbs. Very Rare DMG
  20. Greater Silver Sword Martial Weapon, Melee Weapon 6 lbs. Legendary MTF
  21. Gurt's Greataxe Martial Weapon, Melee Weapon 325 lbs. Legendary SKT
  22. Hammer of Thunderbolts Martial Weapon, Melee Weapon 10 lbs. Legendary DMG
  23. Hazirawn Martial Weapon, Melee Weapon 6 lbs. Legendary HotDQ
  24. Ironfang Martial Weapon, Melee Weapon 2 lbs. Legendary PotA
  25. Lost Sword Martial Weapon, Melee Weapon 2 lbs. Unknown (Magic) CoS
  26. Moonblade Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  27. Orcsplitter Martial Weapon, Melee Weapon 7 lbs. Legendary PotA
  28. Scimitar of Speed Martial Weapon, Melee Weapon 3 lbs. Very Rare DMG
  29. Shatterspike Martial Weapon, Melee Weapon 3 lbs. Uncommon TftYP
  30. Sun Blade Martial Weapon, Melee Weapon 3 lbs. Rare DMG
  31. Sunforger Martial Weapon, Melee Weapon 2 lbs. Rare GGR
  32. Sunsword Martial Weapon, Melee Weapon 3 lbs. Legendary CoS
  33. Sword of Answering Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  34. Sword of Answering (Answerer) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  35. Sword of Answering (Back Talker) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  36. Sword of Answering (Concluder) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  37. Sword of Answering (Last Quip) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  38. Sword of Answering (Rebutter) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  39. Sword of Answering (Replier) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  40. Sword of Answering (Retorter) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  41. Sword of Answering (Scather) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  42. Sword of Answering (Squelcher) Martial Weapon, Melee Weapon 3 lbs. Legendary DMG
  43. Sword of Kas Martial Weapon, Melee Weapon 3 lbs. Artifact DMG
  44. Sword of the Paruns Martial Weapon, Melee Weapon 3 lbs. Very Rare GGR
  45. Tearulai Martial Weapon, Melee Weapon 3 lbs. Very Rare WDMM
  46. Trident of Fish Command Martial Weapon, Melee Weapon 4 lbs. Uncommon DMG
  47. Wave Martial Weapon, Melee Weapon 4 lbs. Legendary DMG
  48. Waythe Martial Weapon, Melee Weapon 6 lbs. Legendary TftYP
  49. Whelm Martial Weapon, Melee Weapon 2 lbs. Legendary DMG
  50. Saint Markovia's Thighbone Melee Weapon 4 lbs. Rare CoS
  51. Blood Spear Simple Weapon, Melee Weapon 3 lbs. Uncommon CoS
  52. Bookmark Simple Weapon, Melee Weapon 1 lb. Legendary ToA
  53. Dagger of Blindsight Simple Weapon, Melee Weapon 1 lb. Rare WDMM
  54. Dagger of Venom Simple Weapon, Melee Weapon 1 lb. Rare DMG
  55. Dragontooth Dagger Simple Weapon, Melee Weapon 1 lb. Rare RoT
  56. Javelin of Backbiting Simple Weapon, Melee Weapon 2 lbs. Very Rare TftYP
  57. Javelin of Lightning Simple Weapon, Melee Weapon 2 lbs. Uncommon DMG
  58. Korolnor Scepter Simple Weapon, Melee Weapon 2 lbs. Legendary SKT
  59. Lightbringer Simple Weapon, Melee Weapon 4 lbs. Uncommon LMoP
  60. Mace of Disruption Simple Weapon, Melee Weapon 4 lbs. Rare DMG
  61. Mace of Smiting Simple Weapon, Melee Weapon 4 lbs. Rare DMG
  62. Mace of Terror Simple Weapon, Melee Weapon 4 lbs. Rare DMG
  63. Rakdos Riteknife Simple Weapon, Melee Weapon 1 lb. Legendary GGR
  64. Reszur Simple Weapon, Melee Weapon 1 lb. Uncommon PotA
  65. Spear of Backbiting Simple Weapon, Melee Weapon 3 lbs. Very Rare TftYP
  66. Tinderstrike Simple Weapon, Melee Weapon 1 lb. Legendary PotA
  67. Windvane Simple Weapon, Melee Weapon 3 lbs. Legendary PotA
  68. Seeker Dart Simple Weapon, Ranged Weapon 0.25 lbs. Uncommon PotA
  69. Storm Boomerang Simple Weapon, Ranged Weapon — Uncommon PotA
  70. Oathbow Martial Weapon, Ranged Weapon 2 lbs. Very Rare DMG
  71. Circlet of Human Perfection Other — Uncommon WDMM
  72. Statuette of Saint Markovia Other — Unknown (Magic) CoS
  73. Ring of Air Elemental Command Ring — Legendary DMG
  74. Ring of Earth Elemental Command Ring — Legendary DMG
  75. Ring of Fire Elemental Command Ring — Legendary DMG
  76. Ring of Invisibility Ring — Legendary DMG
  77. Ring of Spell Turning Ring — Legendary DMG
  78. Ring of Three Wishes Ring — Legendary DMG
  79. Ring of Water Elemental Command Ring — Legendary DMG
  80. Blast Scepter Rod — Very Rare WDMM
  81. Rod of Absorption Rod 2 lbs. Very Rare DMG
  82. Rod of Lordly Might Rod 2 lbs. Legendary DMG
  83. Rod of Rulership Rod 2 lbs. Rare DMG
  84. Rod of the Pact Keeper, +1 Rod 2 lbs. Uncommon DMG
  85. Rod of the Pact Keeper, +3 Rod 2 lbs. Very Rare DMG
  86. Tentacle Rod Rod 2 lbs. Rare DMG
  87. Gulthias Staff Staff, Simple Weapon, Melee Weapon 4 lbs. Rare CoS
  88. Staff of the Forgotten One Staff, Simple Weapon, Melee Weapon 4 lbs. Artifact ToA
  89. Amulet of Health Wondrous Item 1 lb. Rare DMG
  90. Amulet of Proof against Detection and Location Wondrous Item 1 lb. Uncommon DMG
  91. Amulet of Protection from Turning Wondrous Item 1 lb. Rare TftYP
  92. Amulet of the Black Skull Wondrous Item 1 lb. Very Rare ToA
  93. Amulet of the Planes Wondrous Item 1 lb. Very Rare DMG
  94. Apparatus of Kwalish Wondrous Item 500 lbs. Legendary DMG
  95. Badge of the Watch Wondrous Item — Rare WDH
  96. Bag of Bounty Wondrous Item — Uncommon WGE
  97. Bag of Devouring Wondrous Item 0.5 lbs. Very Rare DMG
  98. Bag of Tricks Wondrous Item 0.5 lbs. Uncommon DMG
  99. Bag of Tricks, Gray Wondrous Item 0.5 lbs. Uncommon DMG
  100. Bag of Tricks, Rust Wondrous Item 0.5 lbs. Uncommon DMG
  101. Bag of Tricks, Tan Wondrous Item 0.5 lbs. Uncommon DMG
  102. Balance of Harmony Wondrous Item 1 lb. Uncommon TftYP
  103. Banner of the Krig Rune Wondrous Item — Rare SKT
  104. Bead of Nourishment Wondrous Item — Common XGE
  105. Belt of Cloud Giant Strength Wondrous Item — Legendary DMG
  106. Belt of Fire Giant Strength Wondrous Item — Very Rare DMG
  107. Belt of Frost Giant Strength Wondrous Item — Very Rare DMG
  108. Belt of Hill Giant Strength Wondrous Item — Rare DMG
  109. Belt of Stone Giant Strength Wondrous Item — Very Rare DMG
  110. Belt of Storm Giant Strength Wondrous Item — Legendary DMG
  111. Black Crystal Tablet Wondrous Item — Legendary WDMM
  112. Blod Stone Wondrous Item — Rare SKT
  113. Book of Exalted Deeds Wondrous Item 5 lbs. Artifact DMG
  114. Book of Vile Darkness Wondrous Item 5 lbs. Artifact DMG
  115. Boots of False Tracks Wondrous Item — Common XGE
  116. Boots of Speed Wondrous Item — Rare DMG
  117. Boots of Striding and Springing Wondrous Item — Uncommon DMG
  118. Boots of the Winterlands Wondrous Item — Uncommon DMG
  119. Bowl of Commanding Water Elementals Wondrous Item 3 lbs. Rare DMG
  120. Bracelet of Rock Magic Wondrous Item 1 lb. Very Rare TftYP
  121. Bracers of Archery Wondrous Item — Uncommon DMG
  122. Brazier of Commanding Fire Elementals Wondrous Item 5 lbs. Rare DMG
  123. Broom of Flying Wondrous Item 3 lbs. Uncommon DMG
  124. Candle of Invocation Wondrous Item — Very Rare DMG
  125. Cap of Water Breathing Wondrous Item — Uncommon DMG
  126. Carpet of Flying Wondrous Item — Very Rare DMG
  127. Carpet of Flying, 3 ft. × 5 ft. Wondrous Item — Very Rare DMG
  128. Carpet of Flying, 4 ft. × 6 ft. Wondrous Item — Very Rare DMG
  129. Carpet of Flying, 5 ft. × 7 ft. Wondrous Item — Very Rare DMG
  130. Carpet of Flying, 6 ft. × 9 ft. Wondrous Item — Very Rare DMG
  131. Censer of Controlling Air Elementals Wondrous Item 1 lb. Rare DMG
  132. Chest of Preserving Wondrous Item 25 lbs. Common WDMM
  133. Circlet of Blasting Wondrous Item — Uncommon DMG
  134. Claws of the Umber Hulk Wondrous Item — Rare PotA
  135. Cloak of Arachnida Wondrous Item — Very Rare DMG
  136. Cloak of Displacement Wondrous Item — Rare DMG
  137. Cloak of Invisibility Wondrous Item — Legendary DMG
  138. Cloak of Protection Wondrous Item — Uncommon DMG
  139. Cloak of the Manta Ray Wondrous Item — Uncommon DMG
  140. Clothes of Mending Wondrous Item — Common XGE
  141. Conch of Teleportation Wondrous Item — Very Rare SKT
  142. Crystal Ball of Mind Reading Wondrous Item 3 lbs. Legendary DMG
  143. Crystal Ball of Telepathy Wondrous Item 3 lbs. Legendary DMG
  144. Crystal Ball of True Seeing Wondrous Item 3 lbs. Legendary DMG
  145. Cubic Gate Wondrous Item — Legendary DMG
  146. Dark Shard Amulet Wondrous Item — Common XGE
  147. Decanter of Endless Water Wondrous Item 2 lbs. Uncommon DMG
  148. Deck of Many Things Wondrous Item — Legendary DMG
  149. Deck of Several Things Wondrous Item — Legendary LLK
  150. Devastation Orb of Air Wondrous Item — Very Rare PotA
  151. Devastation Orb of Earth Wondrous Item — Very Rare PotA
  152. Devastation Orb of Fire Wondrous Item — Very Rare PotA
  153. Devastation Orb of Water Wondrous Item — Very Rare PotA
  154. Dimir Keyrune Wondrous Item — Very Rare GGR
  155. Dodecahedron of Doom Wondrous Item — Rare WDMM
  156. Dread Helm Wondrous Item — Common XGE
  157. Dust of Disappearance Wondrous Item — Uncommon DMG
  158. Dust of Sneezing and Choking Wondrous Item — Uncommon DMG
  159. Ear Horn of Hearing Wondrous Item — Common XGE
  160. Elemental Gem Wondrous Item — Uncommon DMG
  161. Elemental Gem, Blue Sapphire Wondrous Item — Uncommon DMG
  162. Elemental Gem, Emerald Wondrous Item — Uncommon DMG
  163. Elemental Gem, Red Corundum Wondrous Item — Uncommon DMG
  164. Elemental Gem, Yellow Diamond Wondrous Item — Uncommon DMG
  165. Ersatz Eye Wondrous Item — Common XGE
  166. Eversmoking Bottle Wondrous Item 1 lb. Uncommon DMG
  167. Eyes of Charming Wondrous Item — Uncommon DMG
  168. Eyes of Minute Seeing Wondrous Item — Uncommon DMG
  169. Feather of Diatryma Summoning Wondrous Item — Rare WDH
  170. Figurine of Wondrous Power Wondrous Item — Varies DMG
  171. Figurine of Wondrous Power, Bronze Griffon Wondrous Item — Rare DMG
  172. Figurine of Wondrous Power, Ebony Fly Wondrous Item — Rare DMG
  173. Figurine of Wondrous Power, Golden Lions Wondrous Item — Rare DMG
  174. Figurine of Wondrous Power, Ivory Goats Wondrous Item — Rare DMG
  175. Figurine of Wondrous Power, Marble Elephant Wondrous Item — Rare DMG
  176. Figurine of Wondrous Power, Obsidian Steed Wondrous Item — Very Rare DMG
  177. Figurine of Wondrous Power, Onyx Dog Wondrous Item — Rare DMG
  178. Figurine of Wondrous Power, Serpentine Owl Wondrous Item — Rare DMG
  179. Figurine of Wondrous Power, Silver Raven Wondrous Item — Uncommon DMG
  180. Galder's Bubble Pipe Wondrous Item — Rare LLK
  181. Gauntlets of Ogre Power Wondrous Item — Uncommon DMG
  182. Gem of Brightness Wondrous Item 1 lb. Uncommon DMG
  183. Ghost Lantern Wondrous Item 1 lb. Legendary ToA
  184. Gloves of Missile Snaring Wondrous Item — Uncommon DMG
  185. Gloves of Swimming and Climbing Wondrous Item — Uncommon DMG
  186. Goggles of Night Wondrous Item — Uncommon DMG
  187. Green Dragon Mask Wondrous Item — Legendary RoTOS
  188. Guild Keyrune Wondrous Item — Varies GGR
  189. Hat of Disguise Wondrous Item — Uncommon DMG
  190. Hat of Wizardry Wondrous Item — Common XGE
  191. Headband of Intellect Wondrous Item — Uncommon DMG
  192. Helm of Brilliance Wondrous Item — Very Rare DMG
  193. Helm of Comprehending Languages Wondrous Item — Uncommon DMG
  194. Helm of Teleportation Wondrous Item — Rare DMG
  195. Helm of the Scavenger Wondrous Item — Legendary WDMM
  196. Heward's Handy Haversack Wondrous Item 5 lbs. Rare DMG
  197. Heward's Handy Spice Pouch Wondrous Item — Common XGE
  198. Holy Symbol of Ravenkind Wondrous Item — Legendary CoS
  199. Horn of Silent Alarm Wondrous Item — Common XGE
  200. Horn of the Endless Maze Wondrous Item 2 lbs. Rare WDMM
  201. Horn of Valhalla, Brass Wondrous Item 2 lbs. Rare DMG
  202. Horn of Valhalla, Bronze Wondrous Item 2 lbs. Very Rare DMG
  203. Horn of Valhalla, Iron Wondrous Item 2 lbs. Legendary DMG
  204. Horn of Valhalla, Silver Wondrous Item 2 lbs. Rare DMG
  205. Horseshoes of a Zephyr Wondrous Item — Very Rare DMG
  206. Icon of Ravenloft Wondrous Item 10 lbs. Legendary CoS
  207. Illusionist's Bracers Wondrous Item — Very Rare GGR
  208. Ingot of the Skold Rune Wondrous Item — Very Rare SKT
  209. Inquisitive's Goggles Wondrous Item — Uncommon WGE
  210. Ioun Stone Wondrous Item — Rare LLK
  211. Ioun Stone, Absorption Wondrous Item — Very Rare DMG
  212. Ioun Stone, Awareness Wondrous Item — Rare DMG
  213. Ioun Stone, Fortitude Wondrous Item — Very Rare DMG
  214. Ioun Stone, Greater Absorption Wondrous Item — Legendary DMG
  215. Ioun Stone, Historical Knowledge Wondrous Item — Rare LLK
  216. Ioun Stone, Intellect Wondrous Item — Very Rare DMG
  217. Ioun Stone, Language Knowledge Wondrous Item — Rare LLK
  218. Ioun Stone, Leadership Wondrous Item — Very Rare DMG
  219. Ioun Stone, Natural Knowledge Wondrous Item — Rare LLK
  220. Ioun Stone, Regeneration Wondrous Item — Legendary DMG
  221. Ioun Stone, Religious Knowledge Wondrous Item — Rare LLK
  222. Ioun Stone, Self-Preservation Wondrous Item — Rare LLK
  223. Ioun Stone, Strength Wondrous Item — Very Rare DMG
  224. Ioun Stone, Supreme Intellect Wondrous Item — Rare LLK
  225. Iron Bands of Bilarro Wondrous Item 1 lb. Rare DMG
  226. Izzet Keyrune Wondrous Item — Rare GGR
  227. Keycharm Wondrous Item — Common WGE
  228. Lantern of Revealing Wondrous Item 2 lbs. Uncommon DMG
  229. Lock of Trickery Wondrous Item — Common XGE
  230. Lost Crown of Besilmer Wondrous Item — Legendary PotA
  231. Mantle of Spell Resistance Wondrous Item — Rare DMG
  232. Manual of Bodily Health Wondrous Item 5 lbs. Very Rare DMG
  233. Manual of Clay Golems Wondrous Item 5 lbs. Very Rare DMG
  234. Manual of Flesh Golems Wondrous Item 5 lbs. Very Rare DMG
  235. Manual of Gainful Exercise Wondrous Item 5 lbs. Very Rare DMG
  236. Manual of Golems Wondrous Item 5 lbs. Very Rare DMG
  237. Manual of Iron Golems Wondrous Item 5 lbs. Very Rare DMG
  238. Manual of Quickness of Action Wondrous Item 5 lbs. Very Rare DMG
  239. Manual of Stone Golems Wondrous Item 5 lbs. Very Rare DMG
  240. Mask of the Beast Wondrous Item 1 lb. Uncommon ToA
  241. Mask of the Dragon Queen Wondrous Item — Legendary RoT
  242. Medallion of Thoughts Wondrous Item 1 lb. Uncommon DMG
  243. Mirror of Life Trapping Wondrous Item 50 lbs. Very Rare DMG
  244. Mizzium Apparatus Wondrous Item — Uncommon GGR
  245. Moodmark Paint Wondrous Item — Common GGR
  246. Navigation Orb Wondrous Item — Very Rare SKT
  247. Necklace of Adaptation Wondrous Item 1 lb. Uncommon DMG
  248. Necklace of Fireballs Wondrous Item 1 lb. Rare DMG
  249. Necklace of Prayer Beads Wondrous Item 1 lb. Rare DMG
  250. Nolzur's Marvelous Pigments Wondrous Item 1 lb. Very Rare DMG
  251. Orb of Direction Wondrous Item — Common XGE
  252. Orb of Gonging Wondrous Item — Common WDMM
  253. Orb of Time Wondrous Item — Common XGE
  254. Paper Bird Wondrous Item — Uncommon WDH
  255. Pennant of the Vind Rune Wondrous Item — Very Rare SKT
  256. Perfume of Bewitching Wondrous Item — Common XGE
  257. Periapt of Health Wondrous Item 1 lb. Uncommon DMG
  258. Periapt of Proof Against Poison Wondrous Item 1 lb. Rare DMG
  259. Periapt of Wound Closure Wondrous Item 1 lb. Uncommon DMG
  260. Piwafwi (Cloak of Elvenkind) Wondrous Item — Uncommon OotA
  261. Piwafwi of Fire Resistance (Cloak of Elvenkind) Wondrous Item — Rare OotA
  262. Pole of Collapsing Wondrous Item — Common XGE
  263. Pot of Awakening Wondrous Item — Common XGE
  264. Propeller Helm Wondrous Item — Uncommon WDMM
  265. Quaal's Feather Token Wondrous Item — Rare DMG
  266. Quaal's Feather Token, Anchor Wondrous Item — Rare DMG
  267. Quaal's Feather Token, Bird Wondrous Item — Rare DMG
  268. Quaal's Feather Token, Fan Wondrous Item — Rare DMG
  269. Quaal's Feather Token, Swan Boat Wondrous Item — Rare DMG
  270. Quaal's Feather Token, Tree Wondrous Item — Rare DMG
  271. Quaal's Feather Token, Whip Wondrous Item — Rare DMG
  272. Quiver of Ehlonna Wondrous Item 2 lbs. Uncommon DMG
  273. Red Dragon Mask Wondrous Item — Legendary RoTOS
  274. Robe of Scintillating Colors Wondrous Item — Very Rare DMG
  275. Robe of Stars Wondrous Item — Very Rare DMG
  276. Robe of the Archmagi Wondrous Item — Legendary DMG
  277. Rope of Climbing Wondrous Item 3 lbs. Uncommon DMG
  278. Rope of Entanglement Wondrous Item 3 lbs. Rare DMG
  279. Ruby of the War Mage Wondrous Item — Common XGE
  280. Saddle of the Cavalier Wondrous Item — Uncommon DMG
  281. Scarab of Protection Wondrous Item — Legendary DMG
  282. Selesnya Keyrune Wondrous Item — Rare GGR
  283. Shard of the Ise Rune Wondrous Item — Very Rare SKT
  284. Simic Keyrune Wondrous Item — Uncommon GGR
  285. Slippers of Spider Climbing Wondrous Item — Uncommon DMG
  286. Sovereign Glue Wondrous Item — Legendary DMG
  287. Spell Gem (Bloodstone) Wondrous Item — Rare OotA
  288. Spell Gem (Diamond) Wondrous Item — Legendary OotA
  289. Spell Gem (Lapis lazuli) Wondrous Item — Uncommon OotA
  290. Spell Gem (Obsidian) Wondrous Item — Uncommon OotA
  291. Spell Gem (Ruby) Wondrous Item — Legendary OotA
  292. Spell Gem (Star ruby) Wondrous Item — Legendary OotA
  293. Spellshard Wondrous Item — Common WGE
  294. Sphere of Annihilation Wondrous Item — Legendary DMG
  295. Stone of Controlling Earth Elementals Wondrous Item 5 lbs. Rare DMG
  296. Stone of Good Luck Wondrous Item — Uncommon DMG
  297. Stone of Ill Luck Wondrous Item 1 lb. Uncommon TftYP
  298. Talisman of Pure Good Wondrous Item 1 lb. Legendary DMG
  299. Talisman of the Sphere Wondrous Item 1 lb. Legendary DMG
  300. Talisman of Ultimate Evil Wondrous Item 1 lb. Legendary DMG
  301. Tankard of Sobriety Wondrous Item — Common XGE
  302. Tome of Clear Thought Wondrous Item 5 lbs. Very Rare DMG
  303. Tome of Leadership and Influence Wondrous Item 5 lbs. Very Rare DMG
  304. Tome of the Stilled Tongue Wondrous Item 5 lbs. Legendary DMG
  305. Tome of Understanding Wondrous Item 5 lbs. Very Rare DMG
  306. Veteran's Cane Wondrous Item — Common XGE
  307. Weird Tank Wondrous Item — Rare PotA
  308. Wheel of Wind and Water Wondrous Item — Uncommon WGE
  309. Wind Fan Wondrous Item — Uncommon DMG
  310. Wings of Flying Wondrous Item — Rare DMG
  311. Wyrmskull Throne Wondrous Item — Artifact SKT
  312. Instrument of Illusions Wondrous Item, Instrument — Common XGE
  313. Instrument of Scribing Wondrous Item, Instrument — Common XGE
  314. Instrument of the Bards Wondrous Item, Instrument — Varies DMG
  315. Instrument of the Bards, Anstruth Harp Wondrous Item, Instrument 2 lbs. Very Rare DMG
  316. Instrument of the Bards, Canaith Mandolin Wondrous Item, Instrument 2 lbs. Rare DMG
  317. Instrument of the Bards, Cli Lyre Wondrous Item, Instrument 2 lbs. Rare DMG
  318. Instrument of the Bards, Doss Lute Wondrous Item, Instrument 2 lbs. Uncommon DMG
  319. Instrument of the Bards, Fochlucan Bandore Wondrous Item, Instrument 2 lbs. Uncommon DMG
  320. Instrument of the Bards, Mac-Fuirmidh Cittern Wondrous Item, Instrument 2 lbs. Uncommon DMG
  321. Instrument of the Bards, Ollamh Harp Wondrous Item, Instrument 2 lbs. Legendary DMG
  322. Pipes of Haunting Wondrous Item, Instrument 2 lbs. Uncommon DMG
  323. Pipes of the Sewers Wondrous Item, Instrument 2 lbs. Uncommon DMG
  324. Wand of Orcus Wondrous Item, Simple Weapon, Wand 4 lbs. Artifact DMG