D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
337–360 of 361Trident
Martial melee weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeapons5 GP4 lbTrident (+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 Trident (+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: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsUncommon—4 lbTrident (+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 Trident (+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: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsRare—4 lbTrident (+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 Trident (+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: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsVery-rare—4 lbTrident of Fish Command
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
WeaponsWeaponsUncommon—4 lbVial
Vial. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers1 GP—Vorpal Sword (Greatsword)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. This is the Greatsword variant.
WeaponsWeaponsLegendary—6 lbVorpal Sword (Longsword)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. This is the Longsword variant.
WeaponsWeaponsLegendary—3 lbVorpal Sword (Scimitar)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. This is the Scimitar variant.
WeaponsWeaponsLegendary—3 lbWand of Magic Detection
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
WandsWandsUncommon——Wand of Magic Missiles
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsUncommon——Wand of Secrets
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
WandsWandsUncommon——War Pick
Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeapons5 GP2 lbWar Pick (+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 War Pick (+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. No weapon properties.
WeaponsWeaponsUncommon—2 lbWar Pick (+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 War Pick (+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. No weapon properties.
WeaponsWeaponsRare—2 lbWar Pick (+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 War Pick (+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. No weapon properties.
WeaponsWeaponsVery-rare—2 lbWarhammer
Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeapons15 GP2 lbWarhammer (+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 Warhammer (+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 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsUncommon—2 lbWarhammer (+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 Warhammer (+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 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsRare—2 lbWarhammer (+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 Warhammer (+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 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsVery-rare—2 lbWaterskin
Waterskin. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table. Listed weight of 5 lb. is for a full waterskin.
ContainersContainers2 SP5 lb (full)Whip
Martial melee weapon. Damage: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
WeaponsWeapons2 GP3 lbWhip (+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 Whip (+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: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
WeaponsWeaponsUncommon—3 lbWhip (+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 Whip (+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: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
WeaponsWeaponsRare—3 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.