D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
721–744 of 751Wand of Paralysis
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsRare——Wand of Polymorph
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsVery-rare——Wand of Secrets
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
WandsWandsUncommon——Wand of the War Mage (+1)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
WandsWandsUncommon——Wand of the War Mage (+2)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
WandsWandsRare——Wand of the War Mage (+3)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
WandsWandsVery-rare——Wand of Web
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsUncommon——Wand of Wonder
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. 1–5: You cast slow. 6–10: You cast faerie fire. 11–15: You are stunned until the start of your next turn, believing something awesome just happened. 16–20: You cast gust of wind. 21–25: You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26–30: You cast stinking cloud. 31–33: Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34–36: An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. 37–46: You cast lightning bolt. 47–49: A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50–53: You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. 54–58: You cast darkness. 59–62: Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63–65: An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66–69: You shrink yourself as if you had cast enlarge/reduce on yourself. 70–79: You cast fireball. 80–84: You cast invisibility on yourself. 85–87: Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88–90: A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91–95: A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96–97: The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98–100: If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
WandsWandsRare——War Pick
Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeapons5 GP2 lbWar Pick (+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 War Pick (+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. Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsUncommon—2 lbWar Pick (+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 War Pick (+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. Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsRare—2 lbWar Pick (+3)
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 very rare War Pick (+3) variant. The magic bonus is +3 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. Martial melee weapon. Damage: 1d8 piercing, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsVery-rare—2 lbWarhammer
Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeapons15 GP2 lbWarhammer (+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 Warhammer (+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. Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsUncommon—2 lbWarhammer (+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 Warhammer (+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. Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsRare—2 lbWarhammer (+3)
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 very rare Warhammer (+3) variant. The magic bonus is +3 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. Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsVery-rare—2 lbWarship
Warship. Waterborne vehicle; listed speed 2.5 mph.
VehiclesVehicles25,000 GP—Waterskin
Waterskin. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table. Listed weight of 5 lb. is for a full waterskin.
ContainersContainers2 SP5 lb (full)Weaver's Tools
Weaver's Tools. A set of specialized tools for a single craft or trade. Each type requires separate proficiency. If proficient, add your Proficiency Bonus to ability checks made using these tools in that craft. A tool helps you craft or repair an item, forge a document, pick a lock, or perform another task. Proficiency with a tool lets you add your Proficiency Bonus to ability checks made using it. Tool use is not tied to one ability; the GM chooses the ability appropriate to the task.
ToolsTools1 GP5 lbWell of Many Worlds
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 use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
Wondrous itemsWondrous itemsLegendary——Wheat
One pound of wheat costs 0.01 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods1 CP1 lbWhetstone
A whetstone for maintaining edges on blades.
Adventuring gearAdventuring gear1 CP1 lbWhip
Martial melee weapon. Damage: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
WeaponsWeapons2 GP3 lbWhip (+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 Whip (+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. Martial melee weapon. Damage: 1d4 slashing, before the applicable ability modifier. Properties: Finesse, reach.
WeaponsWeaponsUncommon—3 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.