D&D 5e 2014 Item Compendium
Find weapons, armor, equipment and magic items for your chosen rules edition.
83 items
1–24 of 83Adamantine Armor (Breastplate)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Breastplate variant.
ArmorArmorUncommon—20 lbAdamantine Armor (Chain Mail)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Chain Mail variant.
ArmorArmorUncommon—55 lbAdamantine Armor (Chain Shirt)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Chain Shirt variant.
ArmorArmorUncommon—20 lbAdamantine Armor (Half Plate)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Half Plate variant.
ArmorArmorUncommon—40 lbAdamantine Armor (Plate Armor)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Plate Armor variant.
ArmorArmorUncommon—65 lbAdamantine Armor (Ring Mail)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Ring Mail variant.
ArmorArmorUncommon—40 lbAdamantine Armor (Scale Mail)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Scale Mail variant.
ArmorArmorUncommon—45 lbAdamantine Armor (Splint Armor)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. This is the Splint Armor variant.
ArmorArmorUncommon—60 lbAmulet of Proof against Detection and Location
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Wondrous itemsWondrous itemsUncommon——Bag of Holding
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Wondrous itemsWondrous itemsUncommon—15 lbBattleaxe (+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 Battleaxe (+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—4 lbBlowgun (+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 Blowgun (+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: 1 piercing, before the applicable ability modifier. Properties: Ammunition (range 25/100), loading.
WeaponsWeaponsUncommon—1 lbBoots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Wondrous itemsWondrous itemsUncommon——Boots of Striding and Springing
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Wondrous itemsWondrous itemsUncommon——Boots of the Winterlands
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: • You have resistance to cold damage. • You ignore difficult terrain created by ice or snow. • You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wondrous itemsWondrous itemsUncommon——Bracers of Archery
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Wondrous itemsWondrous itemsUncommon——Brooch of Shielding
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Wondrous itemsWondrous itemsUncommon——Cloak of Elvenkind
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Wondrous itemsWondrous itemsUncommon——Cloak of the Manta Ray
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Wondrous itemsWondrous itemsUncommon——Club (+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 Club (+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.
WeaponsWeaponsUncommon—2 lbCrossbow, Hand (+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 Crossbow, Hand (+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: 1d6 piercing, before the applicable ability modifier. Properties: Ammunition (range 30/120), light, loading.
WeaponsWeaponsUncommon—3 lbCrossbow, Heavy (+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 Crossbow, Heavy (+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: 1d10 piercing, before the applicable ability modifier. Properties: Ammunition (range 100/400), heavy, loading, two-handed.
WeaponsWeaponsUncommon—18 lbCrossbow, Light (+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 Crossbow, Light (+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 ranged weapon. Damage: 1d8 piercing, before the applicable ability modifier. Properties: Ammunition (range 80/320), loading, two-handed.
WeaponsWeaponsUncommon—5 lb
D&D 5e equipment from the System Reference Document. Source and license details are included on each item page.