D&D 5e 2024 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
125 items
1–24 of 125Apparatus of the Crab
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The Apparatus of the Crab is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever functions as follows. Lever controls (Up / Down): 1. Legs extend; walk and swim 30 ft. / Legs retract; speeds 0 and no Speed bonuses. 2. Forward window shutter opens. / Forward shutter closes. 3. Side window shutters open (two per side). / Side shutters close. 4. Two claws extend. / Claws retract. 5. Each extended claw attacks +8, reach 5 ft., 7 (2d6) Bludgeoning. / Each extended claw attacks +8, reach 5 ft., Grappled (escape DC 15). 6. Moves forward with extended legs. / Moves backward with extended legs. 7. Turns 90 degrees counterclockwise. / Turns 90 degrees clockwise. 8. Bright Light 30 ft., Dim Light 30 ft. more. / Light off. 9. Sinks 20 ft. in liquid. / Rises 20 ft. in liquid. 10. Rear hatch opens and unseals. / Rear hatch closes and seals.
Wondrous itemsWondrous itemsLegendary—500 lbArmor of Invulnerability
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.
ArmorArmorLegendary—65 lbBelt of Giant Strength (Cloud)
While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Belt Str. Rarity Belt of Giant Strength (hill) 21 Rare Belt of Giant Strength (frost or stone) 23 Very Rare Belt of Giant Strength (fire) 25 Very Rare Belt of Giant Strength (cloud) 27 Legendary Belt of Giant Strength (storm) 29 Legendary This is the Belt of Giant Strength (Cloud) variant. Its Strength score is 27; its rarity is legendary.
Wondrous itemsWondrous itemsLegendary——Belt of Giant Strength (Storm)
While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Belt Str. Rarity Belt of Giant Strength (hill) 21 Rare Belt of Giant Strength (frost or stone) 23 Very Rare Belt of Giant Strength (fire) 25 Very Rare Belt of Giant Strength (cloud) 27 Legendary Belt of Giant Strength (storm) 29 Legendary This is the Belt of Giant Strength (Storm) variant. Its Strength score is 29; its rarity is legendary.
Wondrous itemsWondrous itemsLegendary——Breastplate (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the legendary Breastplate (+3) variant. Its magic bonus to AC is +3, in addition to the base armor's normal Armor Class.
ArmorArmorLegendary—20 lbChain Mail (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the legendary Chain Mail (+3) variant. Its magic bonus to AC is +3, in addition to the base armor's normal Armor Class.
ArmorArmorLegendary—55 lbChain Shirt (+3)
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity. This is the legendary Chain Shirt (+3) variant. Its magic bonus to AC is +3, in addition to the base armor's normal Armor Class.
ArmorArmorLegendary—20 lbCrystal Ball of Mind Reading
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.
Wondrous itemsWondrous itemsLegendary——Crystal Ball of Telepathy
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.
Wondrous itemsWondrous itemsLegendary——Crystal Ball of True Seeing
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.
Wondrous itemsWondrous itemsLegendary——Cubic Gate
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.
Wondrous itemsWondrous itemsLegendary——Defender (Battleaxe)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Battleaxe variant.
WeaponsWeaponsLegendary—4 lbDefender (Club)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Club variant.
WeaponsWeaponsLegendary—2 lbDefender (Dagger)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Dagger variant.
WeaponsWeaponsLegendary—1 lbDefender (Flail)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Flail variant.
WeaponsWeaponsLegendary—2 lbDefender (Glaive)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Glaive variant.
WeaponsWeaponsLegendary—6 lbDefender (Greataxe)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Greataxe variant.
WeaponsWeaponsLegendary—7 lbDefender (Greatclub)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Greatclub variant.
WeaponsWeaponsLegendary—10 lbDefender (Greatsword)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Greatsword variant.
WeaponsWeaponsLegendary—6 lbDefender (Halberd)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Halberd variant.
WeaponsWeaponsLegendary—6 lbDefender (Handaxe)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Handaxe variant.
WeaponsWeaponsLegendary—2 lbDefender (Javelin)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Javelin variant.
WeaponsWeaponsLegendary—2 lbDefender (Lance)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Lance variant.
WeaponsWeaponsLegendary—6 lbDefender (Light Hammer)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. This is the Light Hammer variant.
WeaponsWeaponsLegendary—2 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.