D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
649–672 of 751Sword of Wounding (Longsword)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Longsword variant.
WeaponsWeaponsRare—3 lbSword of Wounding (Rapier)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Rapier variant.
WeaponsWeaponsRare—2 lbSword of Wounding (Shortsword)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbTalisman of Pure Good
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Wondrous itemsWondrous itemsLegendary——Talisman of the Sphere
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.
Wondrous itemsWondrous itemsLegendary——Talisman of Ultimate Evil
This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Wondrous itemsWondrous itemsLegendary——Tent, Two-person
Tent. A simple and portable canvas shelter, a tent sleeps two.
Adventuring gearAdventuring gear2 GP20 lbThieves' Tools
Thieves' Tools. A small file, lock picks, a small mirror on a metal handle, narrow-bladed scissors and pliers. If proficient, add your Proficiency Bonus to ability checks to disarm traps or open locks. 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.
ToolsTools25 GP1 lbTinderbox
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Adventuring gearAdventuring gear5 SP1 lbTinker's Tools
Tinker'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.
ToolsTools50 GP10 lbTome of Clear Thought
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Tome of Leadership and Influence
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Tome of Understanding
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Torch
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Adventuring gearAdventuring gear1 CP1 lbTorpor
Torpor (ingested). Make a DC 15 Constitution saving throw. On a failure, become Poisoned for 4d6 hours and Incapacitated while Poisoned in this way. A creature must swallow an entire dose. The GM may reduce the effect of a partial dose. Price: 600 GP per dose.
ConsumablesConsumables600 GP—Trident
Martial melee weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeapons5 GP4 lbTrident (+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 Trident (+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 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsUncommon—4 lbTrident (+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 Trident (+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 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsRare—4 lbTrident (+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 Trident (+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 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsVery-rare—4 lbTrident of Fish Command
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
WeaponsWeaponsUncommon—4 lbTruth Serum
Truth Serum (ingested). Make a DC 11 Constitution saving throw. On a failure, become Poisoned for 1 hour and unable to knowingly speak a lie, as under Zone of Truth. This restriction does not compel the creature to speak. A creature must swallow an entire dose. The GM may reduce the effect of a partial dose. Price: 150 GP per dose.
ConsumablesConsumables150 GP—Universal Solvent
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Wondrous itemsWondrous itemsLegendary——Vial
Vial. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers1 GP—Vicious Weapon (Battleaxe)
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type. This is the Battleaxe variant.
WeaponsWeaponsRare—4 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.