D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
97 items
1–24 of 97Amulet of Health
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.
Wondrous itemsWondrous itemsRare——Armor of Resistance (Breastplate)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Breastplate variant.
ArmorArmorRare—20 lbArmor of Resistance (Chain Mail)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Chain Mail variant.
ArmorArmorRare—55 lbArmor of Resistance (Chain Shirt)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Chain Shirt variant.
ArmorArmorRare—20 lbArmor of Resistance (Half Plate)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Half Plate variant.
ArmorArmorRare—40 lbArmor of Resistance (Hide Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Hide Armor variant.
ArmorArmorRare—12 lbArmor of Resistance (Leather Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Leather Armor variant.
ArmorArmorRare—10 lbArmor of Resistance (Padded Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Padded Armor variant.
ArmorArmorRare—8 lbArmor of Resistance (Plate Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Plate Armor variant.
ArmorArmorRare—65 lbArmor of Resistance (Ring Mail)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Ring Mail variant.
ArmorArmorRare—40 lbArmor of Resistance (Scale Mail)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Scale Mail variant.
ArmorArmorRare—45 lbArmor of Resistance (Splint Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Splint Armor variant.
ArmorArmorRare—60 lbArmor of Resistance (Studded Leather Armor)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. Damage type (d10): 1 Acid; 2 Cold; 3 Fire; 4 Force; 5 Lightning; 6 Necrotic; 7 Poison; 8 Psychic; 9 Radiant; 10 Thunder. This is the Studded Leather Armor variant.
ArmorArmorRare—13 lbArmor of Vulnerability
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
ArmorArmorRare—65 lbArrow-Catching Shield
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
ShieldsShieldsRare—6 lbBattleaxe (+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 Battleaxe (+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—4 lbBlowgun (+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 Blowgun (+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: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeaponsRare—1 lbBoots of Speed
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Wondrous itemsWondrous itemsRare——Bracers of Defense
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wondrous itemsWondrous itemsRare——Club (+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 Club (+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.
WeaponsWeaponsRare—2 lbCrossbow, Hand (+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 Crossbow, Hand (+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: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeaponsRare—3 lbCrossbow, Heavy (+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 Crossbow, Heavy (+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: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeaponsRare—18 lbCrossbow, Light (+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 Crossbow, Light (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeaponsRare—5 lbCube of Force
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can't pass through the barrier. 2 2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 3 Living matter can't pass through the barrier. 4 4 Spell effects can't pass through the barrier. 5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 0 The barrier deactivates. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Wondrous itemsWondrous itemsRare——
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.