D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
361 items
193–216 of 361Lantern, Hooded
Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Adventuring gearAdventuring gear5 GP2 lbLeather Armor
Light armor. Armor Class: 11 + Dex modifier. No armor-imposed Stealth disadvantage. Donning takes 1 minute(s); doffing takes 1 minute(s). If helped, doffing takes half as long. Armor proficiency is needed to avoid the normal penalties.
ArmorArmor10 GP10 lbLight Hammer
Simple melee weapon. Damage: 1d4 bludgeoning, before the applicable ability modifier. Properties: Light, thrown (range 20/60).
WeaponsWeapons2 GP2 lbLight Hammer (+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 Light Hammer (+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, thrown (range 20/60).
WeaponsWeaponsUncommon—2 lbLight Hammer (+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 Light Hammer (+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, thrown (range 20/60).
WeaponsWeaponsRare—2 lbLight Hammer (+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 Light Hammer (+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, thrown (range 20/60).
WeaponsWeaponsVery-rare—2 lbLock
Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
Adventuring gearAdventuring gear10 GP1 lbLongbow
Martial ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 150/600), heavy, two-handed.
WeaponsWeapons50 GP2 lbLongbow (+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 Longbow (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 150/600), heavy, two-handed.
WeaponsWeaponsUncommon—2 lbLongbow (+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 Longbow (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 150/600), heavy, two-handed.
WeaponsWeaponsRare—2 lbLongbow (+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 Longbow (+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. Martial ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 150/600), heavy, two-handed.
WeaponsWeaponsVery-rare—2 lbLongsword
Martial melee weapon. Damage: 1d8 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeapons15 GP3 lbLongsword (+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 Longsword (+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 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsUncommon—3 lbLongsword (+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 Longsword (+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 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsRare—3 lbLongsword (+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 Longsword (+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. Martial melee weapon. Damage: 1d8 slashing, before the applicable ability modifier. Properties: Versatile (1d10).
WeaponsWeaponsVery-rare—3 lbMace
Simple melee weapon. Damage: 1d6 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeapons5 GP4 lbMace (+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 Mace (+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: 1d6 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsUncommon—4 lbMace (+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 Mace (+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: 1d6 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsRare—4 lbMace (+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 Mace (+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: 1d6 bludgeoning, before the applicable ability modifier. No weapon properties.
WeaponsWeaponsVery-rare—4 lbMace of Disruption
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
WeaponsWeaponsRare—4 lbMace of Smiting
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
WeaponsWeaponsRare—4 lbMace of Terror
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn.
WeaponsWeaponsRare—4 lbMagnifying Glass
Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Adventuring gearAdventuring gear100 GP—Manacles
Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Adventuring gearAdventuring gear2 GP6 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.