D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
328 items
217–240 of 328Morningstar (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Morningstar (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—4 lbMusket (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Musket (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—10 lbNecklace of Fireballs
This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).
Wondrous itemsWondrous itemsRare——Necklace of Prayer Beads
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 1d20 Bead Spell 1–6 Bead of Blessing Bless 7–12 Bead of Curing Cure Wounds (level 2 version) 13–16 Bead of Favor Greater Restoration 17–18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Wondrous itemsWondrous itemsRare——Oil of Etherealness
One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
PotionsPotionsRare——Padded Armor (+1)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the rare Padded Armor (+1) variant. Its magic bonus to AC is +1, in addition to the base armor's normal Armor Class.
ArmorArmorRare—8 lbPeriapt of Proof against Poison
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Wondrous itemsWondrous itemsRare——Pike (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Pike (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—18 lbPistol (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Pistol (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—3 lbPlate Armor (+1)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the rare Plate Armor (+1) variant. Its magic bonus to AC is +1, in addition to the base armor's normal Armor Class.
ArmorArmorRare—65 lbPortable Hole
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous itemsWondrous itemsRare——Potion of Clairvoyance
When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.
PotionsPotionsRare——Potion of Diminution
When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
PotionsPotionsRare——Potion of Gaseous Form
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.
PotionsPotionsRare——Potion of Giant Strength (Fire)
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail. Selected variant: Fire, Strength 25, rare.
PotionsPotionsRare——Potion of Giant Strength (Frost or Stone)
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail. Selected variant: Frost or Stone, Strength 23, rare.
PotionsPotionsRare——Potion of Healing (Superior)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. Selected variant: Superior, 8d4 + 8 Hit Points, rare.
PotionsPotionsRare——Potion of Heroism
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling.
PotionsPotionsRare——Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
PotionsPotionsRare——Potion of Mind Reading
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it.
PotionsPotionsRare——Quarterstaff (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Quarterstaff (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—4 lbRapier (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Rapier (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—2 lbRapier of Life Stealing
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken. This is the Rapier variant.
WeaponsWeaponsRare—2 lbRapier of Wounding
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. This is the Rapier variant.
WeaponsWeaponsRare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.