D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
409–432 of 751Maul
Martial melee weapon. Damage: 2d6 bludgeoning, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeapons10 GP10 lbMaul (+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 Maul (+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: 2d6 bludgeoning, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsUncommon—10 lbMaul (+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 Maul (+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: 2d6 bludgeoning, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsRare—10 lbMaul (+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 Maul (+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: 2d6 bludgeoning, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsVery-rare—10 lbMedallion of Thoughts
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Wondrous itemsWondrous itemsUncommon——Mess Kit
Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Adventuring gearAdventuring gear2 SP1 lbMidnight Tears
Midnight Tears (ingested). There is no effect until the stroke of midnight. If the poison has not been neutralized before then, make a DC 17 Constitution saving throw, taking 9d6 Poison damage on a failure or half as much on a success. A creature must swallow an entire dose. The GM may reduce the effect of a partial dose. Price: 1500 GP per dose.
ConsumablesConsumables1,500 GP—Mirror of Life Trapping
When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
Wondrous itemsWondrous itemsVery-rare—50 lbMirror, Steel
A small steel mirror.
Adventuring gearAdventuring gear5 GP0.5 lbMithral Armor (Breastplate)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Breastplate variant.
ArmorArmorUncommon—20 lbMithral Armor (Chain Mail)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Chain Mail variant.
ArmorArmorUncommon—55 lbMithral Armor (Chain Shirt)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Chain Shirt variant.
ArmorArmorUncommon—20 lbMithral Armor (Half Plate)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Half Plate variant.
ArmorArmorUncommon—40 lbMithral Armor (Plate Armor)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Plate Armor variant.
ArmorArmorUncommon—65 lbMithral Armor (Ring Mail)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Ring Mail variant.
ArmorArmorUncommon—40 lbMithral Armor (Scale Mail)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Scale Mail variant.
ArmorArmorUncommon—45 lbMithral Armor (Splint Armor)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. This is the Splint Armor variant.
ArmorArmorUncommon—60 lbMorningstar
Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeapons15 GP4 lbMorningstar (+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 Morningstar (+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—4 lbMorningstar (+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 Morningstar (+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—4 lbMorningstar (+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 Morningstar (+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—4 lbNavigator's Tools
Navigator's Tools. Instruments for navigation at sea. Proficiency lets you chart a ship’s course, follow navigation charts and add your Proficiency Bonus to ability checks to avoid getting lost at sea. A tool helps you craft or repair an item, forge a document, pick a lock, or perform another task. Proficiency with a tool lets you add your Proficiency Bonus to ability checks made using it. Tool use is not tied to one ability; the GM chooses the ability appropriate to the task.
ToolsTools25 GP2 lbNecklace of Adaptation
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Wondrous itemsWondrous itemsUncommon——Necklace of Fireballs
This necklace has 1d6 + 3 beads hanging from it. You can use an 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 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Wondrous itemsWondrous itemsRare——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.