D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
601–624 of 751Slippers of Spider Climbing
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Wondrous itemsWondrous itemsUncommon——Smith's Tools
Smith'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.
ToolsTools20 GP8 lbSoap
Soap for washing.
Adventuring gearAdventuring gear2 CP—Sovereign Glue
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Wondrous itemsWondrous itemsLegendary——Spear
Simple melee weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeapons1 GP3 lbSpear (+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 Spear (+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 20/60), versatile (1d8).
WeaponsWeaponsUncommon—3 lbSpear (+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 Spear (+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 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsRare—3 lbSpear (+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 Spear (+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 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsVery-rare—3 lbSpell Scroll (1st Level)
Level 1; spell save DC 13, spell attack bonus +5. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 11. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 11. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsCommon——Spell Scroll (2nd Level)
Level 2; spell save DC 13, spell attack bonus +5. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 12. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 12. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsUncommon——Spell Scroll (3rd Level)
Level 3; spell save DC 15, spell attack bonus +7. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 13. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 13. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsUncommon——Spell Scroll (4th Level)
Level 4; spell save DC 15, spell attack bonus +7. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 14. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 14. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsRare——Spell Scroll (5th Level)
Level 5; spell save DC 17, spell attack bonus +9. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 15. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 15. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsRare——Spell Scroll (6th Level)
Level 6; spell save DC 17, spell attack bonus +9. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 16. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 16. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsVery-rare——Spell Scroll (7th Level)
Level 7; spell save DC 18, spell attack bonus +10. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 17. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 17. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsVery-rare——Spell Scroll (8th Level)
Level 8; spell save DC 18, spell attack bonus +10. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 18. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 18. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsVery-rare——Spell Scroll (9th Level)
Level 9; spell save DC 19, spell attack bonus +11. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 19. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 19. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsLegendary——Spell Scroll (Cantrip)
Cantrip; spell save DC 13, spell attack bonus +5. Choose the actual spell separately. The spell must be on your class’s spell list; otherwise the scroll is unintelligible. Use the spell’s normal casting time. Material components are not required; no general waiver of other components is stated. If its level is higher than you can normally cast, make a spellcasting-ability check, DC 10. Failure erases the spell without another effect. A successful casting consumes the scroll. Interrupted casting does not lose it. Copying a wizard spell requires an Intelligence (Arcana) check, DC 10. The scroll is destroyed on either success or failure; only success copies the spell.
ScrollsScrollsCommon——Spellbook
Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Adventuring gearAdventuring gear50 GP3 lbSpellguard Shield
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
ShieldsShieldsVery-rare—6 lbSphere of Annihilation
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. d100 Result 01–50 The sphere is destroyed. 51–85 The sphere moves through the portal or into the extradimensional space. 86–00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Wondrous itemsWondrous itemsLegendary——Spikes, Iron (10)
A purchase of ten iron spikes.
Adventuring gearAdventuring gear1 GP5 lbSplint Armor
Heavy armor. Armor Class: 17. Imposes Disadvantage on Dexterity (Stealth) checks. Strength 15 avoids a 10-foot Speed reduction. 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.
ArmorArmor200 GP60 lbSpyglass
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Adventuring gearAdventuring gear1,000 GP1 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.