D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
1–24 of 1018Acid
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
ConsumablesConsumables25 GP1 lbAdamantine Armor (Breastplate)
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. This is the Breastplate variant.
ArmorArmorUncommon—20 lbAdamantine Armor (Chain Mail)
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. This is the Chain Mail variant.
ArmorArmorUncommon—55 lbAdamantine Armor (Chain Shirt)
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. This is the Chain Shirt variant.
ArmorArmorUncommon—20 lbAdamantine Armor (Half Plate)
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. This is the Half Plate Armor variant.
ArmorArmorUncommon—40 lbAdamantine Armor (Plate)
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. This is the Plate Armor variant.
ArmorArmorUncommon—65 lbAdamantine Armor (Ring Mail)
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. This is the Ring Mail variant.
ArmorArmorUncommon—40 lbAdamantine Armor (Scale Mail)
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. This is the Scale Mail variant.
ArmorArmorUncommon—45 lbAdamantine Armor (Splint)
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. This is the Splint Armor variant.
ArmorArmorUncommon—60 lbAirship
Airship. Listed speed: 8 mph. Crew: 10. Passengers: 20. Cargo capacity: 1 tons. AC 13; 300 Hit Points. No numeric damage threshold is listed.
VehiclesVehicles40,000 GP—Alchemist's Fire
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see "Rules Glossary").
ConsumablesConsumables50 GP1 lbAlchemist's Supplies
Ability: Intelligence Weight: 8 lb. Utilize: Identify a substance (DC 15), or start a fire (DC 15) Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
ToolsTools50 GP8 lbAmmunition (+1)
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. This is the uncommon +1 variant, per piece.
AmmunitionAmmunitionUncommon——Ammunition (+2)
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. This is the rare +2 variant, per piece.
AmmunitionAmmunitionRare——Ammunition (+3)
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity. This is the very rare +3 variant, per piece.
AmmunitionAmmunitionVery-rare——Ammunition of Aberration Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Aberration creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Beast Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Beast creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Celestial Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Celestial creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Construct Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Construct creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Dragon Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Dragon creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Elemental Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Elemental creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Fey Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Fey creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Fiend Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Fiend creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Giant Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Giant creature type.
AmmunitionAmmunitionVery-rare——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.