D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
170 items
49–72 of 170Goggles of Night
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Wondrous itemsWondrous itemsUncommon——Greataxe (+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 Greataxe (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—7 lbGreatclub (+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 Greatclub (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—10 lbGreatsword (+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 Greatsword (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—6 lbHalberd (+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 Halberd (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—6 lbHand Crossbow (+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 Hand Crossbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—3 lbHandaxe (+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 Handaxe (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbHat of Disguise
While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Wondrous itemsWondrous itemsUncommon——Headband of Intellect
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Wondrous itemsWondrous itemsUncommon——Heavy Crossbow (+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 Heavy Crossbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—18 lbHelm of Comprehending Languages
While wearing this helm, you can cast Comprehend Languages from it.
Wondrous itemsWondrous itemsUncommon——Helm of Telepathy
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.
Wondrous itemsWondrous itemsUncommon——Immovable Rod
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
RodsRodsUncommon——Javelin (+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 Javelin (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbJavelin of Lightning
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.
WeaponsWeaponsUncommon—2 lbLance (+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 Lance (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—6 lbLantern of Revealing
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.
Wondrous itemsWondrous itemsUncommon——Light Crossbow (+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 Light Crossbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—5 lbLight Hammer (+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 Light Hammer (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbLongbow (+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 Longbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbLongsword (+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 Longsword (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—3 lbMace (+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 Mace (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—4 lbMaul (+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 Maul (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—10 lbMedallion of Thoughts
The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.
Wondrous itemsWondrous itemsUncommon——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.