D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
49–72 of 361Boots of Speed
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Wondrous itemsWondrous itemsRare——Boots of Striding and Springing
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Wondrous itemsWondrous itemsUncommon——Boots of the Winterlands
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: • You have resistance to cold damage. • You ignore difficult terrain created by ice or snow. • You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wondrous itemsWondrous itemsUncommon——Bottle, glass
Bottle, glass. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers2 GP2 lbBracers of Archery
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Wondrous itemsWondrous itemsUncommon——Bracers of Defense
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wondrous itemsWondrous itemsRare——Breastplate
Medium armor. Armor Class: 14 + Dex modifier (max 2). No armor-imposed Stealth disadvantage. 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.
ArmorArmor400 GP20 lbBrooch of Shielding
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Wondrous itemsWondrous itemsUncommon——Bucket
Bucket. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers5 CP2 lbCaltrops (bag of 20)
Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
Adventuring gearAdventuring gear1 GP2 lbCandle
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Adventuring gearAdventuring gear1 CP—Case, Crossbow Bolt
Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.
ContainersContainers1 GP1 lbCase, Map or Scroll
Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
ContainersContainers1 GP1 lbChain (10 feet)
Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Adventuring gearAdventuring gear5 GP10 lbChain Mail
Heavy armor. Armor Class: 16. Imposes Disadvantage on Dexterity (Stealth) checks. Strength 13 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.
ArmorArmor75 GP55 lbChain Shirt
Medium armor. Armor Class: 13 + Dex modifier (max 2). No armor-imposed Stealth disadvantage. 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 GP20 lbChest
Chest. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers5 GP25 lbClimber's Kit
Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Adventuring gearAdventuring gear25 GP12 lbCloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Wondrous itemsWondrous itemsUncommon——Cloak of the Manta Ray
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Club
Simple melee weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeapons1 SP2 lbClub (+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 Club (+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: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsUncommon—2 lbClub (+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 Club (+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: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsRare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.