D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
265–288 of 361Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
PotionsPotionsVery-rare——Potion of Mind Reading
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
PotionsPotionsRare——Potion of Speed
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
PotionsPotionsVery-rare——Potion of Water Breathing
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
PotionsPotionsUncommon——Pouch
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
ContainersContainers5 SP1 lbQuarterstaff
Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeapons2 SP4 lbQuarterstaff (+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 Quarterstaff (+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. Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeaponsUncommon—4 lbQuarterstaff (+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 Quarterstaff (+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. Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeaponsRare—4 lbQuarterstaff (+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 Quarterstaff (+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. Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeaponsVery-rare—4 lbQuiver
Quiver. A quiver can hold up to 20 arrows.
ContainersContainers1 GP1 lbRapier
Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeapons25 GP2 lbRapier (+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 Rapier (+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: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsUncommon—2 lbRapier (+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 Rapier (+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: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsRare—2 lbRapier (+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 Rapier (+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: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsVery-rare—2 lbRing Mail
Heavy armor. Armor Class: 14. Imposes Disadvantage on Dexterity (Stealth) checks. 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.
ArmorArmor30 GP40 lbRing of Feather Falling
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
RingsRingsRare——Ring of Free Action
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
RingsRingsRare——Ring of Jumping
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
RingsRingsUncommon——Ring of Protection
You gain a +1 bonus to AC and saving throws while wearing this ring.
RingsRingsRare——Ring of Resistance
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel
RingsRingsRare——Ring of Spell Turning
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
RingsRingsLegendary——Ring of Swimming
You have a swimming speed of 40 feet while wearing this ring.
RingsRingsUncommon——Ring of Warmth
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
RingsRingsUncommon——Ring of Water Walking
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
RingsRingsUncommon——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.