D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
337–360 of 1018Folding Boat
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in "Equipment." If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Wondrous itemsWondrous itemsRare—4 lb (box form; unfolded vessel has its normal weight)Forgery Kit
Ability: Dexterity Weight: 5 lb. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)
ToolsTools15 GP5 lbFrost Brand (Glaive)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Glaive variant.
WeaponsWeaponsVery-rare—6 lbFrost Brand (Greatsword)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Greatsword variant.
WeaponsWeaponsVery-rare—6 lbFrost Brand (Longsword)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Longsword variant.
WeaponsWeaponsVery-rare—3 lbFrost Brand (Rapier)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Rapier variant.
WeaponsWeaponsVery-rare—2 lbFrost Brand (Scimitar)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Scimitar variant.
WeaponsWeaponsVery-rare—3 lbFrost Brand (Shortsword)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour. This is the Shortsword variant.
WeaponsWeaponsVery-rare—2 lbGalley
Galley. Listed speed: 4 mph. Crew: 80. Passenger capacity is not stated. Cargo capacity: 150 tons. AC 15; 500 Hit Points. Damage threshold: 20.
VehiclesVehicles30,000 GP—Gaming Set, Dice
Gaming set: Dice. Ability: Wisdom Weight: — Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
ToolsTools1 SP—Gaming Set, Dragonchess
Gaming set: dragonchess. Ability: Wisdom Weight: — Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
ToolsTools1 GP—Gaming Set, Playing Cards
Gaming set: playing cards. Ability: Wisdom Weight: — Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
ToolsTools5 SP—Gaming Set, Three-Dragon Ante
Gaming set: three-dragon ante. Ability: Wisdom Weight: — Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20) Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
ToolsTools1 GP—Gauntlets of Ogre Power
Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Wondrous itemsWondrous itemsUncommon——Gem of Brightness
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30- foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Wondrous itemsWondrous itemsUncommon——Gem of Seeing
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Wondrous itemsWondrous itemsRare——Giant Slayer (Battleaxe)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Battleaxe variant.
WeaponsWeaponsRare—4 lbGiant Slayer (Blowgun)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Blowgun variant.
WeaponsWeaponsRare—1 lbGiant Slayer (Club)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Club variant.
WeaponsWeaponsRare—2 lbGiant Slayer (Dagger)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Dagger variant.
WeaponsWeaponsRare—1 lbGiant Slayer (Dart)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Dart variant.
WeaponsWeaponsRare—0.25 lbGiant Slayer (Flail)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Flail variant.
WeaponsWeaponsRare—2 lbGiant Slayer (Glaive)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Glaive variant.
WeaponsWeaponsRare—6 lbGiant Slayer (Greataxe)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition. This is the Greataxe variant.
WeaponsWeaponsRare—7 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.