D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
553–576 of 751Rod of Security
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
RodsRodsVery-rare——Rope of Climbing
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Wondrous itemsWondrous itemsUncommon—3 lbRope of Entanglement
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Wondrous itemsWondrous itemsRare—3 lbRope, hempen (50 feet)
Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Adventuring gearAdventuring gear1 GP10 lbRope, silk (50 feet)
Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Adventuring gearAdventuring gear10 GP5 lbRowboat
Rowboat. Waterborne vehicle; listed speed 1.5 mph. Used on lakes and rivers; downstream add the current speed (typically 3 mph). Cannot be rowed against a significant current, but draft animals on shore can pull it upstream.
VehiclesVehicles50 GP100 lbSack
Sack. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers1 CP0.5 lbSaffron
One pound of saffron costs 15 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods15 GP1 lbSailing Ship
Sailing Ship. Waterborne vehicle; listed speed 2 mph.
VehiclesVehicles10,000 GP—Salt
One pound of salt costs 0.05 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods5 CP1 lbScale Mail
Medium armor. Armor Class: 14 + Dex modifier (max 2). Imposes Disadvantage on Dexterity (Stealth) checks. Donning takes 5 minute(s); doffing takes 1 minute(s). If helped, doffing takes half as long. Armor proficiency is needed to avoid the normal penalties.
ArmorArmor50 GP45 lbScale, Merchant's
Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Adventuring gearAdventuring gear5 GP3 lbScarab of Protection
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: • You have advantage on saving throws against spells. • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Wondrous itemsWondrous itemsLegendary——Scimitar
Martial melee weapon. Damage: 1d6 slashing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeapons25 GP3 lbScimitar (+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 Scimitar (+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: 1d6 slashing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeaponsUncommon—3 lbScimitar (+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 Scimitar (+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: 1d6 slashing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeaponsRare—3 lbScimitar (+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 Scimitar (+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: 1d6 slashing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeaponsVery-rare—3 lbScimitar of Speed
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
WeaponsWeaponsVery-rare—3 lbSealing Wax
Wax for sealing correspondence or containers.
Adventuring gearAdventuring gear5 SP—Serpent Venom
Serpent Venom (injury). Make a DC 11 Constitution saving throw, taking 3d6 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: 200 GP per dose.
ConsumablesConsumables200 GP—Shawm
Shawm. A musical instrument. If proficient, add your Proficiency Bonus to ability checks to play it. Each instrument type requires separate proficiency. A Bard can use a musical instrument as a spellcasting focus. 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.
ToolsTools2 GP1 lbSheep
One animal of sheep costs 2 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods2 GP—Shield
A shield is carried in one hand and increases Armor Class by 2. You can benefit from only one shield at a time. Donning or doffing takes an action. Armor proficiency is needed to avoid the normal penalties.
ShieldsShields10 GP6 lbShield of Missile Attraction
While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
ShieldsShieldsRare—6 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.