D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
697–720 of 1018Pipes of Haunting
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.
Wondrous itemsWondrous itemsUncommon——Pipes of the Sewers
While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Wondrous itemsWondrous itemsUncommon——Pistol
Martial ranged weapon dealing 1d10 piercing damage. Properties: Ammunition (Range 30/90; Bullet), Loading. Mastery: Vex; using it requires a feature that unlocks this mastery property.
WeaponsWeapons250 GP3 lbPistol (+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 Pistol (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—3 lbPistol (+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 Pistol (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—3 lbPistol (+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 Pistol (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lbPlate Armor
Heavy armor. Armor Class: 18. Imposes Disadvantage on Dexterity (Stealth) checks. Strength 15 avoids a 10-foot Speed penalty. Donning takes 10 minutes; doffing takes 5 minutes. Armor training is needed to avoid the penalties for wearing armor without training.
ArmorArmor1,500 GP65 lbPlate Armor (+1)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the rare Plate Armor (+1) variant. Its magic bonus to AC is +1, in addition to the base armor's normal Armor Class.
ArmorArmorRare—65 lbPlate 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 Plate Armor (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—65 lbPlate Armor (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the legendary Plate Armor (+3) variant. Its magic bonus to AC is +3, in addition to the base armor's normal Armor Class.
ArmorArmorLegendary—65 lbPlate Armor of Etherealness
While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn. This is the Plate Armor variant.
ArmorArmorLegendary—65 lbPoison, Basic
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
ConsumablesConsumables100 GP—Poisoner's Kit
Ability: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison
ToolsTools50 GP2 lbPole
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Adventuring gearAdventuring gear5 CP7 lbPony
Mount purchase listing. Carrying capacity: 225 lb. Combat statistics are supplied by the creature stat block, not this equipment listing.
MountsMounts30 GP—Portable Hole
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous itemsWondrous itemsRare——Pot, Iron
An Iron Pot holds up to 1 gallon.
ContainersContainers2 GP10 lbPotion of Animal Friendship
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
PotionsPotionsUncommon——Potion of Clairvoyance
When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.
PotionsPotionsRare——Potion of Climbing
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
PotionsPotionsCommon——Potion of Diminution
When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
PotionsPotionsRare——Potion of Flying
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
PotionsPotionsVery-rare——Potion of Gaseous Form
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.
PotionsPotionsRare——Potion of Giant Strength (Cloud)
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail. Selected variant: Cloud, Strength 27, very rare.
PotionsPotionsVery-rare——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.