D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
751 items
121–144 of 751Chest
Chest. This equipment is listed in the 2014 Adventuring Gear table. Its capacity is given in the Container Capacity table.
ContainersContainers5 GP25 lbChicken
One animal of chicken costs 0.02 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods2 CP—Chime of Opening
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Wondrous itemsWondrous itemsRare—1 lbCinnamon
One pound of cinnamon costs 2 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods2 GP1 lbCirclet of Blasting
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Wondrous itemsWondrous itemsUncommon——Climber's Kit
Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Adventuring gearAdventuring gear25 GP12 lbCloak of Arachnida
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Wondrous itemsWondrous itemsVery-rare——Cloak of Displacement
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Wondrous itemsWondrous itemsRare——Cloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Wondrous itemsWondrous itemsUncommon——Cloak of the Bat
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Wondrous itemsWondrous itemsRare——Cloak of the Manta Ray
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Clothes, Common
A set of common clothes.
ClothingClothing5 SP3 lbClothes, Costume
A costume.
ClothingClothing5 GP4 lbClothes, Fine
A set of fine clothes.
ClothingClothing15 GP6 lbClothes, Traveler's
A set of traveler’s clothes.
ClothingClothing2 GP4 lbCloves
One pound of cloves costs 3 GP in the 2014 Trade Goods table. The price is for this purchase unit.
Trade goodsTrade goods3 GP1 lbClub
Simple melee weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeapons1 SP2 lbClub (+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 Club (+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 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsUncommon—2 lbClub (+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 Club (+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 bludgeoning, before the applicable ability modifier. Properties: Light.
WeaponsWeaponsRare—2 lbClub (+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 lbCobbler's Tools
Cobbler'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.
ToolsTools5 GP5 lbComponent Pouch
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Adventuring gearAdventuring gear25 GP2 lbCook's Utensils
Cook's Utensils. 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 GP8 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.