D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
192 items
145–168 of 192Pike (+3)
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 very rare Pike (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—18 lbPistol (+3)
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 very rare Pistol (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lbPlate Armor (+2)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the very rare Plate Armor (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—65 lbPotion of Flying
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
PotionsPotionsVery-rare——Potion of Giant Strength (Cloud)
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail. Selected variant: Cloud, Strength 27, very rare.
PotionsPotionsVery-rare——Potion of Healing (Supreme)
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. Selected variant: Supreme, 10d4 + 20 Hit Points, very rare.
PotionsPotionsVery-rare——Potion of Speed
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own.
PotionsPotionsVery-rare——Quarterstaff (+3)
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 very rare Quarterstaff (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—4 lbRapier (+3)
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 very rare Rapier (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lbRing Mail (+2)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the very rare Ring Mail (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—40 lbRing of Regeneration
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
RingsRingsVery-rare——Ring of Shooting Stars
You can cast Dancing Lights or Light from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres Lightning Damage Number of Spheres Lightning Damage 1 4d12 3 2d6 2 5d4 4 2d4 Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
RingsRingsVery-rare——Ring of Telekinesis
While wearing this ring, you can cast Telekinesis from it.
RingsRingsVery-rare——Robe of Scintillating Colors
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Wondrous itemsWondrous itemsVery-rare——Robe of Stars
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Wondrous itemsWondrous itemsVery-rare——Rod of Absorption
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
RodsRodsVery-rare——Rod of Alertness
This rod has the following properties. Alertness. While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls. Spells. While holding the rod, you can cast the following spells from it: • Detect Evil and Good • Detect Magic • Detect Poison and Disease • See Invisibility Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light. The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.
RodsRodsVery-rare——Rod of Security
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.
RodsRodsVery-rare——Scale Mail (+2)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the very rare Scale Mail (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—45 lbScimitar (+3)
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 very rare Scimitar (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lbScimitar of Sharpness
When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level. This is the Scimitar variant.
WeaponsWeaponsVery-rare—3 lbScimitar of Speed
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.
WeaponsWeaponsVery-rare—3 lbShield (+3)
While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC. This is the very rare Shield (+3) variant. Its total bonus to AC is +5: the Shield's normal +2 plus its magic +3.
ShieldsShieldsVery-rare—6 lbShortbow (+3)
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 very rare Shortbow (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.