D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
170 items
121–144 of 170Trident (+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 Trident (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—4 lbTrident of Fish Command
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
WeaponsWeaponsUncommon—4 lbWand of Magic Detection
This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.
WandsWandsUncommon——Wand of Magic Missiles
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsUncommon——Wand of Secrets
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
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 roll. This is the uncommon (+1) variant.
WandsWandsUncommon——Wand of Web
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
WandsWandsUncommon——War Pick (+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 War Pick (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbWarhammer (+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 Warhammer (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—5 lbWeapon of Warning (Battleaxe)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Battleaxe variant.
WeaponsWeaponsUncommon—4 lbWeapon of Warning (Blowgun)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Blowgun variant.
WeaponsWeaponsUncommon—1 lbWeapon of Warning (Club)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Club variant.
WeaponsWeaponsUncommon—2 lbWeapon of Warning (Dagger)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Dagger variant.
WeaponsWeaponsUncommon—1 lbWeapon of Warning (Dart)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Dart variant.
WeaponsWeaponsUncommon—0.25 lbWeapon of Warning (Flail)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Flail variant.
WeaponsWeaponsUncommon—2 lbWeapon of Warning (Glaive)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Glaive variant.
WeaponsWeaponsUncommon—6 lbWeapon of Warning (Greataxe)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Greataxe variant.
WeaponsWeaponsUncommon—7 lbWeapon of Warning (Greatclub)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Greatclub variant.
WeaponsWeaponsUncommon—10 lbWeapon of Warning (Greatsword)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Greatsword variant.
WeaponsWeaponsUncommon—6 lbWeapon of Warning (Halberd)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Halberd variant.
WeaponsWeaponsUncommon—6 lbWeapon of Warning (Hand Crossbow)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Hand Crossbow variant.
WeaponsWeaponsUncommon—3 lbWeapon of Warning (Handaxe)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Handaxe variant.
WeaponsWeaponsUncommon—2 lbWeapon of Warning (Heavy Crossbow)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Heavy Crossbow variant.
WeaponsWeaponsUncommon—18 lbWeapon of Warning (Javelin)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. This is the Javelin variant.
WeaponsWeaponsUncommon—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.