D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
673–696 of 1018Nine Lives Stealer (Whip)
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property. This is the Whip variant.
WeaponsWeaponsVery-rare—3 lbOathbow (Longbow)
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can utter or sign the following command words: "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. This is the Longbow variant.
WeaponsWeaponsVery-rare—2 lbOathbow (Shortbow)
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can utter or sign the following command words: "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. This is the Shortbow variant.
WeaponsWeaponsVery-rare—2 lbOil
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
ConsumablesConsumables1 SP1 lbOil of Etherealness
One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
PotionsPotionsRare——Oil of Sharpness
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
PotionsPotionsVery-rare——Oil of Slipperiness
One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.
PotionsPotionsUncommon——Padded Armor
Light armor. Armor Class: 11 + Dex modifier. Imposes Disadvantage on Dexterity (Stealth) checks. Donning takes 1 minute; doffing takes 1 minute. Armor training is needed to avoid the penalties for wearing armor without training.
ArmorArmor5 GP8 lbPadded Armor (+1)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the rare Padded Armor (+1) variant. Its magic bonus to AC is +1, in addition to the base armor's normal Armor Class.
ArmorArmorRare—8 lbPadded Armor (+2)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the very rare Padded Armor (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—8 lbPadded Armor (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the legendary Padded Armor (+3) variant. Its magic bonus to AC is +3, in addition to the base armor's normal Armor Class.
ArmorArmorLegendary—8 lbPainter's Supplies
Ability: Wisdom Weight: 5 lb. Utilize: Paint a recognizable image of something you've seen (DC 10) Craft: Druidic Focus, Holy Symbol
ToolsTools10 GP5 lbPaper
One sheet of Paper can hold about 250 handwritten words.
ConsumablesConsumables2 SP—Parchment
One sheet of Parchment can hold about 250 handwritten words.
ConsumablesConsumables1 SP—Pearl of Power
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.
Wondrous itemsWondrous itemsUncommon——Perfume
Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
ConsumablesConsumables5 GP—Periapt of Health
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Wondrous itemsWondrous itemsUncommon——Periapt of Proof against Poison
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Wondrous itemsWondrous itemsRare——Periapt of Wound Closure
While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Wondrous itemsWondrous itemsUncommon——Philter of Love
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
PotionsPotionsUncommon——Pike
Martial melee weapon dealing 1d10 piercing damage. Properties: Heavy, Reach, Two-Handed. Mastery: Push; using it requires a feature that unlocks this mastery property.
WeaponsWeapons5 GP18 lbPike (+1)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the uncommon Pike (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—18 lbPike (+2)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the rare Pike (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—18 lbPike (+3)
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. This is the very rare Pike (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—18 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.