D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
241–264 of 361Nine Lives Stealer (Shortsword)
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. This is the Shortsword variant.
WeaponsWeaponsVery-rare—2 lbOathbow
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.
WeaponsWeaponsVery-rare—2 lbOil of Etherealness
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a 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.
PotionsPotionsRare——Oil of Sharpness
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
PotionsPotionsVery-rare——Padded Armor
Light armor. Armor Class: 11 + Dex modifier. Imposes Disadvantage on Dexterity (Stealth) checks. Donning takes 1 minute(s); doffing takes 1 minute(s). If helped, doffing takes half as long. Armor proficiency is needed to avoid the normal penalties.
ArmorArmor5 GP8 lbPearl of Power
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
Wondrous itemsWondrous itemsUncommon——Periapt of Proof against Poison
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Wondrous itemsWondrous itemsRare——Pike
Martial melee weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeapons5 GP18 lbPike (+1)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the uncommon Pike (+1) variant. The magic bonus is +1 to attack rolls and to any damage rolls made with this weapon. The displayed damage includes the magic bonus once, before the applicable ability modifier. Martial melee weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsUncommon—18 lbPike (+2)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Pike (+2) variant. The magic bonus is +2 to attack rolls and to any damage rolls made with this weapon. The displayed damage includes the magic bonus once, before the applicable ability modifier. Martial melee weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsRare—18 lbPike (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the very rare Pike (+3) variant. The magic bonus is +3 to attack rolls and to any damage rolls made with this weapon. The displayed damage includes the magic bonus once, before the applicable ability modifier. Martial melee weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsVery-rare—18 lbPlate Armor
Heavy armor. Armor Class: 18. Imposes Disadvantage on Dexterity (Stealth) checks. Strength 15 avoids a 10-foot Speed reduction. Donning takes 10 minute(s); doffing takes 5 minute(s). If helped, doffing takes half as long. Armor proficiency is needed to avoid the normal penalties.
ArmorArmor1,500 GP65 lbPlate Armor of Etherealness
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.
ArmorArmorLegendary—65 lbPoison, Basic
Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
ConsumablesConsumables100 GP—Pot, iron
Pot, iron. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers2 GP10 lbPotion of Animal Friendship
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
PotionsPotionsUncommon——Potion of Clairvoyance
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
PotionsPotionsRare——Potion of Climbing
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
PotionsPotionsCommon——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 Flying
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
PotionsPotionsVery-rare——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 Growth
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
PotionsPotionsUncommon——Potion of Healing
You regain 2d4 + 2 Hit Points when you drink this common Potion of Healing. Drinking or administering the potion takes an action. Its red liquid glimmers when agitated.
PotionsPotionsCommon50 GP0.5 lbPotion of Heroism
For 1 hour after drinking it, 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 blue potion bubbles and steams as if boiling.
PotionsPotionsRare——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.