D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
83 items
25–48 of 83Dagger (+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 Dagger (+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. Simple melee weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeaponsUncommon—1 lbDart (+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 Dart (+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. Simple ranged weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeaponsUncommon—0.25 lbEyes of the Eagle
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Wondrous itemsWondrous itemsUncommon——Flail (+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 Flail (+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. No weapon properties.
WeaponsWeaponsUncommon—2 lbGauntlets of Ogre Power
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Wondrous itemsWondrous itemsUncommon——Glaive (+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 Glaive (+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: 1d10 slashing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsUncommon—6 lbGoggles of Night
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Wondrous itemsWondrous itemsUncommon——Greataxe (+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 Greataxe (+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: 1d12 slashing, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsUncommon—7 lbGreatclub (+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 Greatclub (+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. Simple melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Two-handed.
WeaponsWeaponsUncommon—10 lbGreatsword (+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 Greatsword (+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 slashing, before the applicable ability modifier. Properties: Heavy, two-handed.
WeaponsWeaponsUncommon—6 lbHalberd (+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 Halberd (+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: 1d10 slashing, before the applicable ability modifier. Properties: Heavy, reach, two-handed.
WeaponsWeaponsUncommon—6 lbHandaxe (+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 Handaxe (+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. Simple melee weapon. Damage: 1d6 slashing, before the applicable ability modifier. Properties: Light, thrown (range 20/60).
WeaponsWeaponsUncommon—2 lbHat of Disguise
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Wondrous itemsWondrous itemsUncommon——Headband of Intellect
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
Wondrous itemsWondrous itemsUncommon——Helm of Comprehending Languages
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Wondrous itemsWondrous itemsUncommon——Javelin (+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 Javelin (+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. Simple melee weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 30/120).
WeaponsWeaponsUncommon—2 lbJavelin of Lightning
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
WeaponsWeaponsUncommon—2 lbLance (+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 Lance (+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: 1d12 piercing, before the applicable ability modifier. Properties: Reach, special. Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
WeaponsWeaponsUncommon—6 lbLight Hammer (+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 Light Hammer (+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. Simple melee weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light, thrown (range 20/60).
WeaponsWeaponsUncommon—2 lbLongbow (+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 Longbow (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 150/600), heavy, two-handed.
WeaponsWeaponsUncommon—2 lbLongsword (+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 Longsword (+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 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsUncommon—3 lbMace (+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 Mace (+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. Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsUncommon—4 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 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 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.