D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
505–528 of 751Potter's Tools
Potter's Tools. 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 GP3 lbPouch
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
ContainersContainers5 SP1 lbPurple Worm Poison
Purple Worm Poison (injury). Make a DC 19 Constitution saving throw, taking 12d6 Poison damage on a failure or half as much on a success. A coated piercing or slashing object subjects a creature to the poison when it deals piercing or slashing damage. The poison remains potent until delivered through a wound or washed off. Price: 2000 GP per dose.
ConsumablesConsumables2,000 GP—Quarterstaff
Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeapons2 SP4 lbQuarterstaff (+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 Quarterstaff (+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. Properties: Versatile (1d8).
WeaponsWeaponsUncommon—4 lbQuarterstaff (+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 Quarterstaff (+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: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeaponsRare—4 lbQuarterstaff (+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 Quarterstaff (+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. Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d8).
WeaponsWeaponsVery-rare—4 lbQuiver
Quiver. A quiver can hold up to 20 arrows.
ContainersContainers1 GP1 lbRam, Portable
Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Adventuring gearAdventuring gear4 GP35 lbRapier
Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeapons25 GP2 lbRapier (+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 Rapier (+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 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsUncommon—2 lbRapier (+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 Rapier (+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 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsRare—2 lbRapier (+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 Rapier (+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 piercing, before the applicable ability modifier. Properties: Finesse.
WeaponsWeaponsVery-rare—2 lbRations (1 Day)
Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Adventuring gearAdventuring gear5 SP2 lbRestorative Ointment
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Wondrous itemsWondrous itemsUncommon—0.5 lbRing Mail
Heavy armor. Armor Class: 14. Imposes Disadvantage on Dexterity (Stealth) checks. Donning takes 10 minute(s); doffing takes 5 minute(s). If helped, doffing takes half as long. Armor proficiency is needed to avoid the normal penalties.
ArmorArmor30 GP40 lbRing of Animal Influence
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals
RingsRingsRare——Ring of Djinni Summoning
While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
RingsRingsLegendary——Ring of Elemental Command
This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran. If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to lightning damage. • You have a flying speed equal to your walking speed and can hover. • You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge). Ring of Earth Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). Ring of Fire Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties: • You are immune to fire damage. • You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges). Ring of Water Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: • You can breathe underwater and have a swimming speed equal to your walking speed. • You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
RingsRingsLegendary——Ring of Evasion
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
RingsRingsRare——Ring of Feather Falling
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
RingsRingsRare——Ring of Free Action
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
RingsRingsRare——Ring of Invisibility
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
RingsRingsLegendary——Ring of Jumping
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
RingsRingsUncommon——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.