D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
97 items
73–96 of 97Rapier (+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 Rapier (+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. Properties: Finesse.
WeaponsWeaponsRare—2 lbRing of Feather Falling
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
RingsRingsRare——Ring of Free Action
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
RingsRingsRare——Ring of Protection
You gain a +1 bonus to AC and saving throws while wearing this ring.
RingsRingsRare——Ring of Resistance
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel
RingsRingsRare——Scimitar (+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 Scimitar (+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: 1d6 slashing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeaponsRare—3 lbShield of Missile Attraction
While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
ShieldsShieldsRare—6 lbShortbow (+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 Shortbow (+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 ranged weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), two-handed.
WeaponsWeaponsRare—2 lbShortsword (+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 Shortsword (+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: 1d6 piercing, before the applicable ability modifier. Properties: Finesse, light.
WeaponsWeaponsRare—2 lbSickle (+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 Sickle (+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 slashing, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsRare—2 lbSling (+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 Sling (+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 ranged weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Ammunition (range 30/120).
WeaponsWeaponsRare——Spear (+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 Spear (+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: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsRare—3 lbSun Blade
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
WeaponsWeaponsRare—3 lbSword of Life Stealing (Greatsword)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbSword of Life Stealing (Longsword)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. This is the Longsword variant.
WeaponsWeaponsRare—3 lbSword of Life Stealing (Rapier)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. This is the Rapier variant.
WeaponsWeaponsRare—2 lbSword of Life Stealing (Shortsword)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbSword of Wounding (Greatsword)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbSword of Wounding (Longsword)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Longsword variant.
WeaponsWeaponsRare—3 lbSword of Wounding (Rapier)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Rapier variant.
WeaponsWeaponsRare—2 lbSword of Wounding (Shortsword)
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbTrident (+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 Trident (+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: 1d6 piercing, before the applicable ability modifier. Properties: Thrown (range 20/60), versatile (1d8).
WeaponsWeaponsRare—4 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 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 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.