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Showing 169 of 169 items

AcidAs an action, you can splash the contents of this vial onto a creature within 5 ft of you or throw the vial up to 20 ft, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2D6 Acid damage.25 gpAlchemist's FireThis sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 ft, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1D4 Fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 DEX check to extinguish the flames.50 gpAmmunitionArrows (20) Bolts (20) Bullets (Firearm) (10) Bullets (Sling) (20) Needles (50)1 gpAntitoxinA creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefits to Undead or Constructs.50 gpArcane FocusCrystal Orb Rod Staff (Also a Quarterstaff) Wand10 gpArmbladeSpecial, Replace one Unarmed Strike50 gpAspisSTR 13 · or Plus 3 AC and plus one to hit if used with a Lance while mounted200 gpAtlatlAmmunition, (Range 20/150), Loading20 gpBackpackHolds up to 30 lbs within 1 cubic foot. It can also serve as a saddlebag2 gpBall BearingsAs an action, you can spill these tiny balls from their pouch to cover a level area 10 ft square. A creature moving across the covered area must succeed on a DC 10 DEX saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. It takes 10 minutes to recover Ball Bearings1 gpBandedStealth disadvantage550 gpBarrelA barrel holds up to 40 gallons of liquid or up to 4 cubic ft of dried goods2 gpBasketA basket holds up to 40 lbs within 2 cubic ft4 spBattle FistsSpecial, Replace Unarmed Strikes100 gpBattleaxeVersatile (1D10)10 gpBedrollA bedroll sleeps one Small or Medium sized creature. While in a bedroll, you automatically succeed saving throws against extreme cold.1 gpBellWhen rungs as a Utilize action, a bell produces a sound that can be heard up to 60 ft away1 gpBlanketWhile wrapped in a blanket, you have advantage on saving throws against extreme cold5 spBlock and TackleAllows you to lift up to 4x the weight you can normally lift1 gpBookA book contains fiction or nonfiction. If you consult an accurate nonfiction book about its topic, you have a +5 bonus to Arcana, History, Nature, or Religion checks you make about that topicVariesBoomerangRange (20, 80), Special5 GPBottle, GlassHolds up to 1.5 pints2 gpBreastplate400 gpBucketA bucket holds up to half a cubic ft5 cpBucklerhas the Thrown weapon property 10/30 ft dealing 1D4 Bludgeoning damage50 gpBurglar’s PackContains the following items: backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 Flasks of Oil, 5 Days of Rations, Rope, Tinderbox, and Waterskin16 gpCaltropsAs an action, you can spread a single bag of caltrops to cover a 5-ft-square area. Any creature that enters the area must succeed on a DC 15 DEX saving throw or stop moving and take 1 Piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 ft. A creature moving through the area at half speed doesn't need to make the saving throw.1 gpCandleProvides Bright Light for 5 ft and Dim Light for an additional 5 ft for one hour1 cpCase (Crossbow)Can hold up to 20 crossbow bolts1 gpCase (Map or Scroll)Can hold up to 10 sheets of paper or 5 sheets of parchment1 gpCat’O’NineFinesse, Reach40 gpChainAs a Utilize action, you can wrap a Chain around an unwilling creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed a DC 13 Athletics check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a DC 18 Acrobatics check as an action. Breaking the Chain requires the creature to make a DC 20 Athletics check as an action10 gpChain mailSTR 13 · Stealth disadvantage75 gpChain shirt50 gpChakramRange (50/150), Special20 gpChestHold up to 12 cubit ft of contents.5 gpClawsSpecial, Replace Unarmed Strikes140 gpClimber's KitA climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor as a bonus action25 gpClothes, FineFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations only admit people wearing these clothes.15 gpClothes, Traveler’sTraveler’s Clothes are resilient garments designed for travel in various circumstances.2 gpClubLight1 spComponent PouchIt is watertight and filled with compartments that hold all the free Material components of your spells.25 gpCostumeWhile wearing a costume, you have advantage on any ability check you make to impersonate the person or type of person it represents.5 gpCrossbow, handAmmunition (Range 30/120), Light, Loading75 gpCrossbow, heavyAmmunition (Range 100/400), Heavy, Loading, Two-Handed50 gpCrossbow, LightAmmunition (Range 80/320), Loading, Two-Handed25 gpCrowbarUsing a Crowbar gives you advantage on STR checks where the Crowbar’s leverage can be applied.2 gpDaggerFinesse, Light, Thrown (Range 20/60)2 gpDartFinesse, Thrown (Range 20/60)5 cpDiplomat’s PackContains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 Flasks of Oil, 5 Sheets of Paper, 5 Sheets of Parchment, Perfume, and a Tinderbox.39 gpDruidic FocusSprig of Mistletoe Wooden Staff (Also a Quarterstaff) Yew Wand1 gpDungeoneer’s PackContains the following items: Backpack, Caltrops, Crowbar, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin12 gpEntertainer’s PackContains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 Flasks of Oil, 9 Days of Rations, Tinderbox, and Waterskin40 gpExplorer’s PackContains the following items: Backpack, Bedroll, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin10 gpFishing TackleThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Survival checks for fishing depend on the climate and terrain.1 gpFlail10 gpFlambergeFinesse35 gpFlaskHolds up to 1 pint2 cpGlaiveHeavy, Reach, Two-Handed20 gpGrappling HookAs a Utilize action, you can throw the Grappling Hook at a railing, ledge, or another catch within 50 ft of yourself, and the hook catches if you succeed a DC 13 Acrobatics check. If you tied a rope to the hook, you can then climb it.2 gpGreatSTR 17 · Stealth disadvantage · Two-Handed750 gpGreataxeHeavy, Two-Handed30 gpGreatclubTwo-Handed2 spGreatswordHeavy, Two-Handed50 gpHalberdHeavy, Reach, Two-Handed20 gpHalf plateStealth disadvantage750 gpHandaxeLight, Thrown (Range 20/60)5 gpHealer's KitThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As a Utilize action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine check.5 gpHeaterSTR 13 · Throw weapon property 10/20 ft dealing 1D6 Bludgeoning damage125 gpHide10 gpHoly SymbolA Holy Symbol is bejeweled or painted to channel divine magic. Amulet (Worn or Held) Emblem (Borne on Fabric or a Shield) Reliquary (Held)5 gpHoly WaterAs an attack action, you can replace one of your attacks with splashing the contents of this flask onto a creature within 5 feet of you or throw it up to 20 ft, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a Fiend or Undead, it takes 2D8 Radiant damage.25 gpHunting TrapWhen you use your Utilize action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1D4 Piercing damage and their movement speed is reduced to 0 until the start of their next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 ft). A creature can use its action to make a DC 13 Athletics check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.5 gpInkInk comes in a 1-oz bottle, which provides enough ink to write about 500 pages.10 gpInk PenUsing Ink, an Ink Pen is used to write or draw.2 cpJavelinThrown (Range 30/120)5 spJugA Jug holds up to 1 gallon2 cpKatanaFinesse, Versatile (1D10)100 gpKatarSpecial, Replace Unarmed Strikes40 gpKhopeshFinesse, Light20 gpKiteSTR 13 · Stealth disadvantage200 gpLacquered30 gpLadderA Ladder is 10 ft tall, you must climb to move up or down it.1 spLaminated Wood10 gpLampA Lamp burns Oil as fuel to cast Bright Light in a 15 ft radius and Dim Light for an additional 30 ft.5 spLanceReach, Special10 gpLantern, BullseyeA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60 ft Cone and Dim light for an additional 60 ft.10 gpLantern, HoodedA Hooded Lantern burns Oil as fuel to cast Bright Light in a 30 ft radius, and Dim Light for an additional 30 ft. As a bonus action, you can lower the food, reducing the light to Dim Light in a 5 ft radius, or raise it again.5 gpLeather10 gpLight hammerLight, Thrown (Range 20/60)2 gpLockA lock comes with a key. Without the key, a creature can use Thieve’s Tools to pick the Lock with a successful DC 15 Sleight of Hand check.VariesLongbowAmmunition (Range 150/600), Heavy, Two-Handed50 gpLongswordVersatile (1D10)15 gpMace5 gpMacuahuitlVersatile (1D8), Special25 gpMagnifying GlassA Magnifying Glass grants advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as Sunlight to focus, tinder to ignite, and about 5 minutes for the tinder to ignite.100 gpManaclesAs a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Sleight of Hand check. While bound, a creature has disadvantage on attack rolls and the creature is Restrained if the Manacles are attached to a chain or hook that is affixed to one place. Escaping the Manacles requires a successful DC 20 Sleight of Hand check as an action. Bursting the Manacles requires a successful DC 25 Athletics check as an action.2 gpMapIf you consult an accurate Map, you gain a +5 bonus to Survival checks you make to find your way to the place represented on it.1 gpMaulHeavy, Two-Handed10 gpMess KitThis tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.2 spMeteor HammerSpecial, Range (10-25)25 gpMirrorA handheld steel Mirror for personal cosmetics, also good for peaking around corners and reflecting light as a signal.5 gpMorningstar15 gpMusket (Optional)Ammunition (Range 40/120), Loading, Two-Handed500 gpNunchakuFinesse, Light, Reach20 gpOilYou can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object: When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 + your DEX modifier (Minimum 1) and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (After 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space: You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 ft of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (Or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel: Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (As a Utilize action) and rekindle it again until it has burned for a total of 6 hours.1 spPaddedStealth disadvantage5 gpPaperOne sheet of paper can hold about 250 handwritten words.2 spParchmentOne sheet of parchment can hold about 250 handwritten words.1 spParisecan be propped up using a special extendable tripod that can be deployed as an action to provide Half Cover.175 gpPerfumePerfume comes in a 4-oz vial. For 1 hour after applying Perfume to yourself, you have advantage on Persuasion checks made to influence an indifferent humanoid within 5 ft of yourself.5 gpPikeHeavy, Reach, Two-Handed5 gpPistol (Optional)Ammunition (Range 30/90), Loading250 gpPlateSTR 15 · Stealth disadvantage1,500 gpPoison, BasicAs a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1D4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.100 gpPoleA Pole is 10 ft long. You can use it to touch something 10 ft away. If you must make an Athletics check as part of a High or Long Jump, you can use the Pole to vault, giving you advantage on the check.5 cpPot, IronAn Iron Pot holds 1 gallon2 gpPotion of HealingThis potion is a magic item. As a bonus action, you can drink it or administer it to another creature within 5 ft of yourself. The creature that drinks the magical red liquid in this vial regains 2D4 + 2 hit points.50 gpPouchHolds up to 6 lbs within 1/5th of a square foot5 spPriest’s PackContains the following items: Backpack, Blanket, Holy Water, Lampo, 7 Days of Rations, Robe, and Tinderbox.33 gpQuarterstaffVersatile (1D8)2 gpQuiverHolds up to 20 arrows.1 gpRam, PortableYou can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.4 gpRapierFinesse25 gpRationsRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts.5 spRing mailStealth disadvantage30 gpRobeA Robe has a vocational or ceremonial influence. Some events and locations only admit pooping wearing a Robe bearing certain colors or symbols.1 gpRopeAs a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Sleight of Hand check. The Rope can be burst with a successful DC 20 Athletics check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Acrobatics check as an action.1 gpRope DartSpecial, Range (10-25)25 gpRound10 gpSackHolds up to 30 lbs within 1 square foot1 cpSaiFinesse, Light4 gpScaleA scale includes a small balance, pans, and a suitable assortment of weights up to 2 lbs. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.5 gpScale mailStealth disadvantage50 gpScholar’s PackContains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 Flasks of Oil, 10 Sheets of Parchment, and Tinderbox.40 gpScimitarFinesse, Light25 gpScytheHeavy, Two-Handed, Reach5 gpShortbowAmmunition (Range 80/320), Two-Handed25 gpShortswordFinesse, Light10 gpShovelWorking for 1 hour. You can use the Shovel to dig a hold that is 5 ft on each side in soil or similar material.2 gpShurikenRange (30/90)2 gpSickleLight1 gpSignal WhistleWhen blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 ft away.5 cpSlingAmmunition (Range 30/120)1 spSpearThrown, Versatile (1D8)1 gpSpellbookEssential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.VariesSpikedSTR 13 · Stealth disadvantage · creatures that make melee attacks that are dealt by appendages such as claws or an Unarmed Strike take 1D4 Piercing damage.225 gpSpiked Club2 gpSpikes, IronIron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.1 gpSplintSTR 15 · Stealth disadvantage200 gpSpyglassObjects viewed through a Spyglass are magnified to twice their size.1,000 gpStringA String is 10 ft long. You can tie it into a knot as a Utilize action.1 spStudded leather45 gpTentA Tent can sleep up to 2 Small or Medium sized creatures.2 gpTessen (Iron Fan)Finesse, Light25 gpThrowing AxeLight, Thrown (20/80), thrown damage 1D8 Slashing10 gpThrowing DaggerFinesse, Light, Thrown (range 30/90), thrown damage 1D6 Piercing4 gpThrustingSTR 15 · Stealth disadvantage · a -3 Martial Weapon that deals 1D6 Slashing damage.300 gpTinderboxA Tinderbox is a small container holding flint, fire steel, and tinder (Usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.5 spTonfaFinesse8 gpTorchA Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.1 cpTowerSTR 15 · Stealth disadvantage · gives you and those in a line behind you Half Cover (You do not benefit from the AC bonus of the Half Cover)300 gpTridentThrown (20/60), Versatile (1D8)5 gpTwinbladeFinesse, Versatile (1D8)25 gpVialA Vial holds up to 4-oz1 gpWar pick5 gpWarhammerVersatile (1D8)15 gpWaterskinA Waterskin holds up to 4 pints.2 spWhipFinesse, Reach2 gp