D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
25–48 of 361Armor 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 from the options below. Damage type (d10): 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 Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 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 Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 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 from the options below. Damage type (d10): 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 from the options below. Damage type (d10): 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 Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 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 Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 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 lbArmor of Vulnerability
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
ArmorArmorRare—65 lbArrow-Catching Shield
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
ShieldsShieldsRare—6 lbArrows (20)
Arrows (20). This equipment is listed in the 2014 Adventuring Gear table.
AmmunitionAmmunition1 GP1 lbBackpack
Backpack. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers2 GP5 lbBag of Holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous itemsWondrous itemsUncommon—15 lbBall Bearings (bag of 1000)
Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Adventuring gearAdventuring gear1 GP2 lbBarrel
Barrel. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers2 GP70 lbBasket
Basket. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers4 SP2 lbBattleaxe
Martial melee weapon. Damage: 1d8 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeapons10 GP4 lbBattleaxe (+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 Battleaxe (+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—4 lbBattleaxe (+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 Battleaxe (+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 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsRare—4 lbBattleaxe (+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 Battleaxe (+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 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsVery-rare—4 lbBlowgun
Martial ranged weapon. Damage: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeapons10 GP1 lbBlowgun (+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 Blowgun (+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: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeaponsUncommon—1 lbBlowgun (+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 Blowgun (+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 ranged weapon. Damage: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeaponsRare—1 lbBlowgun (+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 Blowgun (+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 ranged weapon. Damage: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeaponsVery-rare—1 lbBoots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Wondrous itemsWondrous itemsUncommon——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.