D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
1018 items
721–744 of 1018Potion of Giant Strength (Fire)
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: Fire, Strength 25, rare.
PotionsPotionsRare——Potion of Giant Strength (Frost or Stone)
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: Frost or Stone, Strength 23, rare.
PotionsPotionsRare——Potion of Giant Strength (Hill)
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: Hill, Strength 21, uncommon.
PotionsPotionsUncommon——Potion of Giant Strength (Storm)
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: Storm, Strength 29, legendary.
PotionsPotionsLegendary——Potion of Growth
When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
PotionsPotionsUncommon——Potion of Healing
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
PotionsPotionsCommon50 GP0.5 lbPotion of Healing (Greater)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. Selected variant: Greater, 4d4 + 4 Hit Points, uncommon.
PotionsPotionsUncommon——Potion of Healing (Superior)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. Selected variant: Superior, 8d4 + 8 Hit Points, rare.
PotionsPotionsRare——Potion of Healing (Supreme)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. Selected variant: Supreme, 10d4 + 20 Hit Points, very rare.
PotionsPotionsVery-rare——Potion of Heroism
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling.
PotionsPotionsRare——Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
PotionsPotionsRare——Potion of Mind Reading
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it.
PotionsPotionsRare——Potion of Poison
This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
PotionsPotionsUncommon——Potion of Resistance
When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table. 1d10 Damage Type 1d10 Damage Type 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder
PotionsPotionsUncommon——Potion of Speed
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own.
PotionsPotionsVery-rare——Potion of Water Breathing
You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
PotionsPotionsUncommon——Potter's Tools
Ability: Intelligence Weight: 3 lb. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) Craft: Jug, Lamp
ToolsTools10 GP3 lbPouch
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
ContainersContainers5 SP1 lbPriest's Pack
A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.
Equipment packsEquipment packs33 GP29 lbQuarterstaff
Simple melee weapon dealing 1d6 bludgeoning damage. Properties: Versatile (1d8). Mastery: Topple; using it requires a feature that unlocks this mastery property.
WeaponsWeapons2 SP4 lbQuarterstaff (+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 Quarterstaff (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—4 lbQuarterstaff (+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 Quarterstaff (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—4 lbQuarterstaff (+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 Quarterstaff (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—4 lbQuiver
A Quiver holds up to 20 Arrows.
ContainersContainers1 GP1 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.