D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
217–240 of 1018Demon Padded Armor
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Padded Armor variant.
ArmorArmorVery-rare—8 lbDemon Plate Armor
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Plate Armor variant.
ArmorArmorVery-rare—65 lbDemon Ring Mail
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Ring Mail variant.
ArmorArmorVery-rare—40 lbDemon Scale Mail
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Scale Mail variant.
ArmorArmorVery-rare—45 lbDemon Splint Armor
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Splint Armor variant.
ArmorArmorVery-rare—60 lbDemon Studded Leather Armor
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 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. This is the Studded Leather Armor variant.
ArmorArmorVery-rare—13 lbDimensional Shackles
You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Wondrous itemsWondrous itemsRare——Diplomat's Pack
A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.
Equipment packsEquipment packs39 GP39 lbDisguise Kit
Ability: Charisma Weight: 3 lb. Utilize: Apply makeup (DC 10) Craft: Costume
ToolsTools25 GP3 lbDragon Orb
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides. Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. A Dragon Orb has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.
Wondrous itemsWondrous itemsArtifact——Dragon Scale Mail
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully 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 Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn. Dragon Resistance Dragon Resistance Black Acid Gold Fire Blue Lightning Green Poison Brass Fire Red Fire Bronze Lightning Silver Cold Copper Acid White Cold
ArmorArmorVery-rare—45 lbDragon Slayer (Battleaxe)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Battleaxe variant.
WeaponsWeaponsRare—4 lbDragon Slayer (Blowgun)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Blowgun variant.
WeaponsWeaponsRare—1 lbDragon Slayer (Club)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Club variant.
WeaponsWeaponsRare—2 lbDragon Slayer (Dagger)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Dagger variant.
WeaponsWeaponsRare—1 lbDragon Slayer (Dart)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Dart variant.
WeaponsWeaponsRare—0.25 lbDragon Slayer (Flail)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Flail variant.
WeaponsWeaponsRare—2 lbDragon Slayer (Glaive)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Glaive variant.
WeaponsWeaponsRare—6 lbDragon Slayer (Greataxe)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Greataxe variant.
WeaponsWeaponsRare—7 lbDragon Slayer (Greatclub)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Greatclub variant.
WeaponsWeaponsRare—10 lbDragon Slayer (Greatsword)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbDragon Slayer (Halberd)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Halberd variant.
WeaponsWeaponsRare—6 lbDragon Slayer (Hand Crossbow)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Hand Crossbow variant.
WeaponsWeaponsRare—3 lbDragon Slayer (Handaxe)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon. This is the Handaxe variant.
WeaponsWeaponsRare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.