D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
25–48 of 1018Ammunition of Humanoid Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Humanoid creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Monstrosity Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Monstrosity creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Ooze Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Ooze creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Plant Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Plant creature type.
AmmunitionAmmunitionVery-rare——Ammunition of Undead Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. This piece targets the Undead creature type.
AmmunitionAmmunitionVery-rare——Amulet of Health
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Wondrous itemsWondrous itemsRare——Amulet of Proof against Detection and Location
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Wondrous itemsWondrous itemsUncommon——Amulet of the Planes
While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. 1d100 Destination 01–60 Random location on the plane you named 61–70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71–80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard 81–90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium 91–00 Random location on the Astral Plane
Wondrous itemsWondrous itemsVery-rare——Animated Shield
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
ShieldsShieldsVery-rare—6 lbAntitoxin
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
ConsumablesConsumables50 GP—Apparatus of the Crab
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever functions as follows. Lever controls (Up / Down): 1. Legs extend; walk and swim 30 ft. / Legs retract; speeds 0 and no Speed bonuses. 2. Forward window shutter opens. / Forward shutter closes. 3. Side window shutters open (two per side). / Side shutters close. 4. Two claws extend. / Claws retract. 5. Each extended claw attacks +8, reach 5 ft., 7 (2d6) Bludgeoning. / Each extended claw attacks +8, reach 5 ft., Grappled (escape DC 15). 6. Moves forward with extended legs. / Moves backward with extended legs. 7. Turns 90 degrees counterclockwise. / Turns 90 degrees clockwise. 8. Bright Light 30 ft., Dim Light 30 ft. more. / Light off. 9. Sinks 20 ft. in liquid. / Rises 20 ft. in liquid. 10. Rear hatch opens and unseals. / Rear hatch closes and seals.
Wondrous itemsWondrous itemsLegendary—500 lbArmor of Invulnerability
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.
ArmorArmorLegendary—65 lbArmor of Resistance (Breastplate)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Breastplate variant.
ArmorArmorRare—20 lbArmor of Resistance (Chain Mail)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Chain Mail variant.
ArmorArmorRare—55 lbArmor of Resistance (Chain Shirt)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Chain Shirt variant.
ArmorArmorRare—20 lbArmor of Resistance (Half Plate)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Half Plate Armor variant.
ArmorArmorRare—40 lbArmor of Resistance (Hide Armor)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Hide Armor variant.
ArmorArmorRare—12 lbArmor of Resistance (Leather Armor)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Leather Armor variant.
ArmorArmorRare—10 lbArmor of Resistance (Padded)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Padded Armor variant.
ArmorArmorRare—8 lbArmor of Resistance (Plate)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Plate Armor variant.
ArmorArmorRare—65 lbArmor of Resistance (Ring Mail)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Ring Mail variant.
ArmorArmorRare—40 lbArmor of Resistance (Scale Mail)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Scale Mail variant.
ArmorArmorRare—45 lbArmor of Resistance (Splint)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Splint Armor variant.
ArmorArmorRare—60 lbArmor of Resistance (Studded Leather)
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 — Damage Type 1 — Acid 2 — Cold 3 — Fire 4 — Force 5 — Lightning 6 — Necrotic 7 — Poison 8 — Psychic 9 — Radiant 10 — Thunder This is the Studded Leather Armor variant.
ArmorArmorRare—13 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.