D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
192 items
169–192 of 192Shortsword (+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 Shortsword (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lbSickle (+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 Sickle (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lbSling (+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 Sling (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare——Spear (+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 Spear (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lbSpell Scroll (Level 6)
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Selected level 6; very rare, save DC 17, spell attack +9.
ScrollsScrollsVery-rare——Spell Scroll (Level 7)
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Selected level 7; very rare, save DC 18, spell attack +10.
ScrollsScrollsVery-rare——Spell Scroll (Level 8)
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell's level. On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Selected level 8; very rare, save DC 18, spell attack +10.
ScrollsScrollsVery-rare——Spellguard Shield
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
ShieldsShieldsVery-rare—6 lbSplint 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 Splint Armor (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—60 lbStaff of Fire
You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Spell Charge Cost Burning Hands 1 Wall of Fire 4 Fireball 3 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
StavesStavesVery-rare——Staff of Frost
You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Spell Charge Cost Cone of Cold 5 Ice Storm 4 Fog Cloud 1 Wall of Ice 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
StavesStavesVery-rare——Staff of Power
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fireball (level 5 version) 5 Globe of Invulnerability 6 Hold Monster 5 Levitate 2 Lightning Bolt (level 5 version) 5 Magic Missile 1 Ray of Enfeeblement 1 Wall of Force 5 Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
StavesStavesVery-rare——Staff of Striking
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.
StavesStavesVery-rare——Staff of Thunder and Lightning
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
StavesStavesVery-rare——Studded Leather 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 Studded Leather Armor (+2) variant. Its magic bonus to AC is +2, in addition to the base armor's normal Armor Class.
ArmorArmorVery-rare—13 lbTome of Clear Thought
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Tome of Leadership and Influence
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Tome of Understanding
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Wondrous itemsWondrous itemsVery-rare——Trident (+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 Trident (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—4 lbWand of Polymorph
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) 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.
WandsWandsVery-rare——Wand of the War Mage +3
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 very rare (+3) variant.
WandsWandsVery-rare——War Pick (+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 War Pick (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lbWarhammer (+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 Warhammer (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—5 lbWhip (+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 Whip (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.