D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
73–96 of 361Club (+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 Club (+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. Simple melee weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsVery-rare—2 lbCrossbow, Hand
Martial ranged weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeapons75 GP3 lbCrossbow, Hand (+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 Crossbow, Hand (+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 ranged weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeaponsUncommon—3 lbCrossbow, Hand (+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 Crossbow, Hand (+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 ranged weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeaponsRare—3 lbCrossbow, Hand (+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 Crossbow, Hand (+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 ranged weapon. Damage: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeaponsVery-rare—3 lbCrossbow, Heavy
Martial ranged weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeapons50 GP18 lbCrossbow, Heavy (+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 Crossbow, Heavy (+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 ranged weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeaponsUncommon—18 lbCrossbow, Heavy (+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 Crossbow, Heavy (+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 ranged weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeaponsRare—18 lbCrossbow, Heavy (+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 Crossbow, Heavy (+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 ranged weapon. Damage: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeaponsVery-rare—18 lbCrossbow, Light
Simple ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeapons25 GP5 lbCrossbow, Light (+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 Crossbow, Light (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeaponsUncommon—5 lbCrossbow, Light (+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 Crossbow, Light (+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: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeaponsRare—5 lbCrossbow, Light (+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 Crossbow, Light (+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. Simple ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeaponsVery-rare—5 lbCrowbar
Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Adventuring gearAdventuring gear2 GP5 lbCube of Force
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Wondrous itemsWondrous itemsRare——Dagger
Simple melee weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeapons2 GP1 lbDagger (+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 Dagger (+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 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeaponsUncommon—1 lbDagger (+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 Dagger (+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 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeaponsRare—1 lbDagger (+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 Dagger (+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. Simple melee weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, light, thrown (range 20/60).
WeaponsWeaponsVery-rare—1 lbDagger of Venom
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
WeaponsWeaponsRare—1 lbDancing Sword (Greatsword)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. This is the Greatsword variant.
WeaponsWeaponsVery-rare—6 lbDancing Sword (Longsword)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. This is the Longsword variant.
WeaponsWeaponsVery-rare—3 lbDancing Sword (Rapier)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. This is the Rapier variant.
WeaponsWeaponsVery-rare—2 lbDancing Sword (Shortsword)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. This is the Shortsword variant.
WeaponsWeaponsVery-rare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.