D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
433–456 of 751Necklace of Prayer Beads
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. Bead table (d20): 1–6 Blessing: Bless; 7–12 Curing: Cure Wounds (2nd level) or Lesser Restoration; 13–16 Favor: Greater Restoration; 17–18 Smiting: Branding Smite; 19 Summons: Planar Ally; 20 Wind Walking: Wind Walk.
Wondrous itemsWondrous itemsRare——Net
Martial ranged weapon. This weapon deals no damage. Properties: Special, thrown (range 5/15). Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
WeaponsWeapons1 GP3 lbNet (+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 Net (+1) variant. The magic bonus is +1 to attack rolls and to any damage rolls made with this weapon. A Net still deals no damage; the enhancement does not create a damage roll. Martial ranged weapon. This weapon deals no damage. Properties: Special, thrown (range 5/15). Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
WeaponsWeaponsUncommon—3 lbNet (+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 Net (+2) variant. The magic bonus is +2 to attack rolls and to any damage rolls made with this weapon. A Net still deals no damage; the enhancement does not create a damage roll. Martial ranged weapon. This weapon deals no damage. Properties: Special, thrown (range 5/15). Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
WeaponsWeaponsRare—3 lbNet (+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 Net (+3) variant. The magic bonus is +3 to attack rolls and to any damage rolls made with this weapon. A Net still deals no damage; the enhancement does not create a damage roll. Martial ranged weapon. This weapon deals no damage. Properties: Special, thrown (range 5/15). Net: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
WeaponsWeaponsVery-rare—3 lbNine Lives Stealer (Greatsword)
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 Greatsword variant.
WeaponsWeaponsVery-rare—6 lbNine Lives Stealer (Longsword)
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 Longsword variant.
WeaponsWeaponsVery-rare—3 lbNine Lives Stealer (Rapier)
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 Rapier variant.
WeaponsWeaponsVery-rare—2 lbNine 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——Oil of Slipperiness
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 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 a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
PotionsPotionsUncommon——Oil of Taggit
Oil of Taggit (contact). Make a DC 13 Constitution saving throw. On a failure, become Poisoned for 24 hours and Unconscious while Poisoned in this way. Taking damage wakes you. This entry does not state that shaking the creature awake works. Contact with exposed skin subjects a creature to the poison. A coating remains potent until touched or washed off. Price: 400 GP per dose.
ConsumablesConsumables400 GP—Orb of Dragonkind
An Orb of Dragonkind contains the essence of an evil dragon and has two minor beneficial properties, one minor detrimental property, and one major detrimental property, chosen using the artifact rules. While attuned, use an action to peer into the orb and speak its command word, then make a DC 15 Charisma check. On a success, you control it while attuned. On a failure, you are Charmed by it while attuned and cannot voluntarily end attunement; it casts Suggestion on you at will (save DC 18) to further its evil purposes. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While you control it, use an action to cast Cure Wounds (5th level, 3 charges), Daylight (1 charge), Death Ward (2 charges), or Scrying (3 charges), save DC 18. Detect Magic can be cast as an action without charges. While controlling the orb, use an action to telepathically call evil dragons within 40 miles. They feel compelled to approach by the most direct route as soon as possible; dragon deities are unaffected, and the called dragons may be hostile. This property cannot be used again for 1 hour. The orb is impervious to most damage, including dragon attacks and breath weapons, but Disintegrate or one good hit from a +3 magic weapon destroys it.
Wondrous itemsWondrous itemsArtifact——Ox
One animal of ox costs 15 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods15 GP—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 lbPainter's Supplies
Painter's Supplies. A set of specialized tools for a single craft or trade. Each type requires separate proficiency. If proficient, add your Proficiency Bonus to ability checks made using these tools in that craft. 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.
ToolsTools10 GP5 lbPale Tincture
Pale Tincture (ingested). Make a DC 16 Constitution saving throw. On a failure, take 1d6 Poison damage and become Poisoned. Repeat the save every 24 hours, taking 1d6 Poison damage on each failure. Damage dealt by this poison cannot be healed by any means until it ends. Seven successful saves end the effect; they need not be consecutive. A creature must swallow an entire dose. The GM may reduce the effect of a partial dose. Price: 250 GP per dose.
ConsumablesConsumables250 GP—Pan Flute
Pan Flute. A musical instrument. If proficient, add your Proficiency Bonus to ability checks to play it. Each instrument type requires separate proficiency. A Bard can use a musical instrument as a spellcasting focus. 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.
ToolsTools12 GP2 lbPaper (One Sheet)
One sheet of paper.
Adventuring gearAdventuring gear2 SP—Parchment (One Sheet)
One sheet of parchment.
Adventuring gearAdventuring gear1 SP—Pearl 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——Pepper
One pound of pepper costs 2 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods2 GP1 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.