D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
97–120 of 361Dart
Simple ranged weapon. Damage: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeapons5 CP0.25 lbDart (+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 Dart (+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: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeaponsUncommon—0.25 lbDart (+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 Dart (+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 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeaponsRare—0.25 lbDart (+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 Dart (+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: 1d4 piercing, before the applicable ability modifier. Properties: Finesse, thrown (range 20/60).
WeaponsWeaponsVery-rare—0.25 lbDefender (Greatsword)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This is the Greatsword variant.
WeaponsWeaponsLegendary—6 lbDefender (Longsword)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This is the Longsword variant.
WeaponsWeaponsLegendary—3 lbDefender (Rapier)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This is the Rapier variant.
WeaponsWeaponsLegendary—2 lbDefender (Shortsword)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This is the Shortsword variant.
WeaponsWeaponsLegendary—2 lbDemon Armor
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
ArmorArmorVery-rare—65 lbDragon Scale Mail
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. Dragon / Resistance: Black / Acid; Blue / Lightning; Brass / Fire; Bronze / Lightning; Copper / Acid; Gold / Fire; Green / Poison; Red / Fire; Silver / Cold; White / Cold.
ArmorArmorVery-rare—45 lbDragon Slayer (Greatsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbDragon Slayer (Longsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Longsword variant.
WeaponsWeaponsRare—3 lbDragon Slayer (Rapier)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Rapier variant.
WeaponsWeaponsRare—2 lbDragon Slayer (Shortsword)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. This is the Shortsword variant.
WeaponsWeaponsRare—2 lbDruidic Focus, Sprig of mistletoe
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Spellcasting focusesSpellcasting focuses1 GP—Druidic Focus, Totem
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Spellcasting focusesSpellcasting focuses1 GP—Druidic Focus, Yew wand
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Spellcasting focusesSpellcasting focuses10 GP1 lbDwarven Plate
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
ArmorArmorVery-rare—65 lbDwarven Thrower
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
WeaponsWeaponsVery-rare—2 lbElven Chain
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
ArmorArmorRare—20 lbEyes of the Eagle
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Wondrous itemsWondrous itemsUncommon——Flail
Martial melee weapon. Damage: 1d8 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeapons10 GP2 lbFlail (+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 Flail (+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. No weapon properties.
WeaponsWeaponsUncommon—2 lbFlail (+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 Flail (+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. No weapon properties.
WeaponsWeaponsRare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.