D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
490 items
193–216 of 490Greatsword 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 Greatsword variant.
WeaponsWeaponsVery-rare—6 lbGreatsword of Wounding
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. This is the Greatsword variant.
WeaponsWeaponsRare—6 lbHalberd
Martial melee weapon dealing 1d10 slashing damage. Properties: Heavy, Reach, Two-Handed. Mastery: Cleave; using it requires a feature that unlocks this mastery property.
WeaponsWeapons20 GP6 lbHalberd (+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 Halberd (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—6 lbHalberd (+2)
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 rare Halberd (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—6 lbHalberd (+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 Halberd (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—6 lbHammer of Thunderbolts (Maul)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30. This is the Maul variant.
WeaponsWeaponsLegendary—10 lbHammer of Thunderbolts (Warhammer)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn. Giant's Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits: Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die. Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30. This is the Warhammer variant.
WeaponsWeaponsLegendary—5 lbHand Crossbow
Martial ranged weapon dealing 1d6 piercing damage. Properties: Ammunition (Range 30/120; Bolt), Light, Loading. Mastery: Vex; using it requires a feature that unlocks this mastery property.
WeaponsWeapons75 GP3 lbHand Crossbow (+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 Hand Crossbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—3 lbHand Crossbow (+2)
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 rare Hand Crossbow (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—3 lbHand Crossbow (+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 Hand Crossbow (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—3 lbHandaxe
Simple melee weapon dealing 1d6 slashing damage. Properties: Light, Thrown (Range 20/60). Mastery: Vex; using it requires a feature that unlocks this mastery property.
WeaponsWeapons5 GP2 lbHandaxe (+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 Handaxe (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—2 lbHandaxe (+2)
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 rare Handaxe (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—2 lbHandaxe (+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 Handaxe (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—2 lbHeavy Crossbow
Martial ranged weapon dealing 1d10 piercing damage. Properties: Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed. Mastery: Push; using it requires a feature that unlocks this mastery property.
WeaponsWeapons50 GP18 lbHeavy Crossbow (+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 Heavy Crossbow (+1) variant. Its magic bonus is +1 to attack rolls and damage rolls.
WeaponsWeaponsUncommon—18 lbHeavy Crossbow (+2)
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 rare Heavy Crossbow (+2) variant. Its magic bonus is +2 to attack rolls and damage rolls.
WeaponsWeaponsRare—18 lbHeavy Crossbow (+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 Heavy Crossbow (+3) variant. Its magic bonus is +3 to attack rolls and damage rolls.
WeaponsWeaponsVery-rare—18 lbHoly Avenger (Battleaxe)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the Battleaxe variant.
WeaponsWeaponsLegendary—4 lbHoly Avenger (Blowgun)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the Blowgun variant.
WeaponsWeaponsLegendary—1 lbHoly Avenger (Club)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the Club variant.
WeaponsWeaponsLegendary—2 lbHoly Avenger (Dagger)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet. This is the Dagger variant.
WeaponsWeaponsLegendary—1 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.