D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
97 items
25–48 of 97Dagger (+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 Dagger (+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. Simple melee weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeaponsRare—1 lbDagger of Venom
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
WeaponsWeaponsRare—1 lbDart (+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 Dart (+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. Simple ranged weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeaponsRare—0.25 lbDragon Slayer (Greatsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbDragon Slayer (Longsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Longsword variant.
WeaponsWeaponsRare—3 lbDragon Slayer (Rapier)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Rapier variant.
WeaponsWeaponsRare—2 lbDragon Slayer (Shortsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbElven Chain
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
ArmorArmorRare—20 lbFlail (+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 Flail (+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. No weapon properties.
WeaponsWeaponsRare—2 lbFlame Tongue (Greatsword)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbFlame Tongue (Longsword)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. This is the Longsword variant.
WeaponsWeaponsRare—3 lbFlame Tongue (Rapier)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. This is the Rapier variant.
WeaponsWeaponsRare—2 lbFlame Tongue (Shortsword)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbGiant Slayer (Battleaxe)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Battleaxe variant.
WeaponsWeaponsRare—4 lbGiant Slayer (Greataxe)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Greataxe variant.
WeaponsWeaponsRare—7 lbGiant Slayer (Greatsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbGiant Slayer (Handaxe)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Handaxe variant.
WeaponsWeaponsRare—2 lbGiant Slayer (Longsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Longsword variant.
WeaponsWeaponsRare—3 lbGiant Slayer (Rapier)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Rapier variant.
WeaponsWeaponsRare—2 lbGiant Slayer (Shortsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbGlaive (+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 Glaive (+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: 1d10 slashing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsRare—6 lbGlamoured Studded Leather
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
ArmorArmorRare—13 lbGreataxe (+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 Greataxe (+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: 1d12 slashing, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsRare—7 lbGreatclub (+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 Greatclub (+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. Simple melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Two-handed.
WeaponsWeaponsRare—10 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.