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Equipment

Weapons

The diverse cultures of D&D worlds have developed a wide array of martial tools. As such, adventurers can arm themselves with numerous weapon types, from simple clubs and daggers to martial swords and bows, and even more exotic implements. The Weapons table compiles the most readily available armaments, categorizing them by their properties and combat styles, distinguishing between simple and martial weapons, as well as melee and ranged options.

Weapon Types

  • Melee Weapons : Used to attack targets within 5 ft.

  • Ranged Weapons : Used to attack targets at a distance.

Weapon Properties

  • Ammunition : Requires ammunition to be fired. Each weapon with the Ammunition property will describe what type of ammunition it requires. Drawing ammunition is a part of using the weapon to attack unless it has the Loading property. You can spend one minute after a fight to collect up to half of your spent ammunition.

  • Finesse : Can use either STR or DEX for attack and damage rolls. You must use the same modifier for both rolls.

  • Heavy : Difficult for small creatures to use effectively. Both ranged and melee Heavy weapons have a requirement to use them, 13 STR for melee and 13 DEX for ranged.

  • Light : Easier to handle and use with two weapons. You can use an action to attack with your main hand and a bonus action to attack with your off hand. Each hand must have a separate weapon and your off hand does not benefit from your Proficiency Bonus or add the damage from your ability score unless the modifier is negative.

  • Loading : Requires time to load before firing. You can fire only one piece of ammunition from a Loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

  • Range : Each weapon has its own range, if a weapon does not have an extended range, its range is 5 ft.

  • Reach : If the weapon has the Reach property its range increases by 5 ft. This is added to attacks made as well as opportunity attacks made with it.

  • Special : Has unique rules governing its use (e.g., thrown, two-handed).

  • Thrown : A melee weapon with the ability to be reliably thrown and used for a ranged attack.

  • Two-Handed : A Two-Handed weapon required both hands to use it.

  • Versatile : Versatile weapons can be used with one or both hands. The damage value increases when used with both hands.

Choose Equipment

Your class and background determine which weapons, tools, and armor you are proficient with.

Weapon Proficiency

Your class grants proficiency with certain weapon types. Proficiency allows you to add your proficiency bonus to attack rolls.

Improvised Weapons

  • Objects used as weapons : Any object can be used as an improvised weapon, but some objects are more effective than others.

  • Damage : Improvised weapons typically deal 1d4 damage, but the DM may assign a different damage type or amount depending on the object.

  • Proficiency : Characters proficient with a similar weapon type can use their proficiency bonus when using an improvised weapon.

Silvered Weapons

  • Cost : Silvering a weapon costs 100 gp.

  • Effect : Silvered weapons are more effective against monsters that have immunity or resistance to non magical weapons.

Special Weapons

  • Lance : Has disadvantage when attacking targets within 5 ft and requires two hands when not mounted.

  • Net : Restrains creatures hit by it. Creatures can break free with a successful STR check or by dealing 5 slashing damage to the net.

  • Armblade : Armblades require a bonus action to extend and a bonus action to retract. While retracted they resemble a normal gauntlet. While extended, only Light or Versatile Melee weapons can be held or risk damage.

  • Battle Fists : Battle Fists encase the entire hand, other weapons or objects cannot be held or manipulated while wearing Battle Fists.

  • Claws : While in use, only Light or Versatile Melee weapons can be held or risk damage. While using Claws you have a Climbing speed of 20 ft.

  • Katar : Katars take the hold hand to hold, other weapons or objects cannot be held or manipulated while using Katar.

  • Macuahuitl : target takes 1D4 slashing at the start of their next turn on a hit.

  • Boomerang : On a hit or miss the Boomerang returns to your hand.

  • Chackram : On a miss the Chakram returns to your hand.

  • Meteor Hammer : Though a ranged weapon it immediately returns to your hand after each attack.

  • Rope Dart : Though a ranged weapon it immediately returns to your hand after each attack.

Additional Notes

You can use a melee weapon as an improvised weapon at disadvantage.

You can throw a melee weapon as a ranged attack, but you use the same ability modifier for both attack and damage rolls.

Some weapons have special properties that affect their use (e.g., reach, finesse).

Proficiency with a weapon allows you to use it more effectively and accurately.

Weapons Cost Damage Weight Properties
Simple Melee Weapons
Club1 sp1D4 Bludgeoning2 lbLight
Dagger2 gp1D4 Piercing1 lbFinesse, Light, Thrown (Range 20/60)
Greatclub2 sp1D8 Bludgeoning10 lbTwo-Handed
Handaxe5 gp1D6 Slashing2 lbLight, Thrown (Range 20/60)
Javelin5 sp1D6 Piercing2 lbThrown (Range 30/120)
Light hammer2 gp1D4 Bludgeoning2 lbLight, Thrown (Range 20/60)
Mace5 gp1D6 Bludgeoning4 lb-
Quarterstaff2 gp1D6 Bludgeoning4 lbVersatile (1D8)
Sickle1 gp1D4 Slashing2 lbLight
Spear1 gp1D6 Piercing3 lbThrown, Versatile (1D8)
Spiked Club2 gp1D4 Piercing, 1D4 Bludgeoning5 lb-
Simple Ranged Weapons
Crossbow, Light25 gp1D8 Piercing5 lbAmmunition (Range 80/320), Loading, Two-Handed
Dart5 cp1D4 Piercing1/4 lbFinesse, Thrown (Range 20/60)
Shortbow25 gp1D6 Piercing2 lbAmmunition (Range 80/320), Two-Handed
Sling1 sp1D4 Bludgeoning-Ammunition (Range 30/120)
Martial Melee Weapons
Armblade50 gp1D6 Slashing3 lbSpecial, Replace one Unarmed Strike
Battleaxe10 gp1D8 Slashing4 lbVersatile (1D10)
Battle Fists100 gp1D8 Bludgeoning2 lbSpecial, Replace Unarmed Strikes
Cat’O’Nine40 gp1D8 Slashing6 lbFinesse, Reach
Claws140 gp1D6 Slashing2 lbSpecial, Replace Unarmed Strikes
Flail10 gp1D8 Bludgeoning2 lb-
Flamberge35 gp1D6 Slashing3 lbFinesse
Glaive20 gp1D10 Slashing6 lbHeavy, Reach, Two-Handed
Greataxe30 gp1D12 Slashing7 lbHeavy, Two-Handed
Greatsword50 gp2D6 Slashing6 lbHeavy, Two-Handed
Halberd20 gp1D10 Slashing6 lbHeavy, Reach, Two-Handed
Katana100 gp1D8 Slashing4 lbFinesse, Versatile (1D10)
Katar40 gp1D6 Slashing2 lbSpecial, Replace Unarmed Strikes
Khopesh20 gp1D6 Slashing3 lbFinesse, Light
Lance10 gp1D12 Piercing6 lbReach, Special
Longsword15 gp1D8 Slashing3 lbVersatile (1D10)
Macuahuitl25 gp1D6 Slashing6 lbVersatile (1D8), Special
Maul10 gp2D6 Bludgeoning10 lbHeavy, Two-Handed
Morningstar15 gp1D8 Piercing4 lb-
Nunchaku20 gp1D6 Bludgeoning2 lbFinesse, Light, Reach
Pike5 gp1D10 Piercing18 lbHeavy, Reach, Two-Handed
Rapier25 gp1D8 Piercing2 lbFinesse
Sai4 gp1D6 Slashing1 lbFinesse, Light
Scimitar25 gp1D6 Slashing3 lbFinesse, Light
Scythe5 gp1D10 Slashing6 lbHeavy, Two-Handed, Reach
Shortsword10 gp1D6 Piercing2 lbFinesse, Light
Tessen (Iron Fan)25 gp1D6 Bludgeoning2 lbFinesse, Light
Throwing Axe10 gp1D6 Slashing1 lbLight, Thrown (20/80), thrown damage 1D8 Slashing
Throwing Dagger4 gp1D4 Slashing1 lbFinesse, Light, Thrown (range 30/90), thrown damage 1D6 Piercing
Tonfa8 gp1D6 Bludgeoning2 lbFinesse
Trident5 gp1D6 Piercing4 lbThrown (20/60), Versatile (1D8)
Twinblade25 gp1D6 Slashing4 lbFinesse, Versatile (1D8)
War pick5 gp1D8 Piercing2 lb-
Warhammer15 gp1D8 Bludgeoning2 lbVersatile (1D8)
Whip2 gp1D4 Slashing3 lbFinesse, Reach
Martial Ranged Weapons
Atlatl20 gp1D8 Piercing2 lbAmmunition, (Range 20/150), Loading
Blowgun10 gp1 Piercing1 lbAmmunition (Range 25/100), Loading
Boomerang5 GP1D6 Bludgeoning1 lbRange (20, 80), Special
Chakram20 gp1D8 Slashing2 lbRange (50/150), Special
Crossbow, hand75 gp1D6 Piercing3 lbAmmunition (Range 30/120), Light, Loading
Crossbow, heavy50 gp1D10 Piercing18 lbAmmunition (Range 100/400), Heavy, Loading, Two-Handed
Longbow50 gp1D8 Piercing2 lbAmmunition (Range 150/600), Heavy, Two-Handed
Meteor Hammer25 gp1D8 Bludgeoning2 lbSpecial, Range (10-25)
Net1 gp-3 lbSpecial, Thrown (Range 5/15)
Rope Dart25 gp1D8 Piercing2 lbSpecial, Range (10-25)
Shuriken2 gp1D6 Slashing1 lbRange (30/90)
Musket (Optional)500 gp1D12 Piercing10 lbAmmunition (Range 40/120), Loading, Two-Handed
Pistol (Optional)250 gp1D10 Piercing3 lbAmmunition (Range 30/90), Loading

Armor & Shields

D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of arm or in between. The Armor table collects the most commonly available types of arm or found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their arm or with a shield.

Armor Types

  • Light Armor : Offers good mobility but minimal protection. Includes padded, laminated wood, leather, lacquered, and studded leather.

  • Medium Armor : Offers moderate protection and mobility. Includes hide, chain shirt, scale mail, banded, and breastplate.

  • Heavy Armor : Offers maximum protection but severely hinders movement. Includes ringmail, chainmail, splint, and plate.

  • Armor Class (AC) : Your AC determines how difficult it is for enemies to hit you. It is calculated by adding your base AC (determined by your armor type) to your DEX modifier (if wearing light or medium armor).

  • Armor Proficiency : Only characters proficient in a type of armor can wear it effectively. Proficiency grants you advantage on ability checks, saving throws, and attack rolls involving STR or DEX while wearing that armor.

  • Shields : Shields increase your AC by 2 but can hinder your ability to use weapons or perform certain actions. You can only benefit from one shield at a time.

  • Armor Weight : Heavy armor is significantly heavier than light or medium armor, which can affect your movement speed and other abilities.

  • Stealth : Some armor types (like heavy armor) impose disadvantage on DEX (Stealth) checks.

Additional Considerations

  • Magic Armor : Some armor is enchanted with magical properties that can provide additional benefits, such as resistance to certain damage types or the ability to cast spells.

  • Custom Armor : You can create custom armor by combining different materials or adding modifications.

Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded5 gp11 + DEX ModifierDisadvantage8 lb.
Laminated Wood10 gp11 + DEX Modifier10 lb.
Leather10 gp11 + DEX Modifier10 lb.
Lacquered30 gp12 + DEX Modifier—-15 lb.
Studded leather45 gp13 + DEX Modifier13 lb.
Medium Armor
Hide10 gp12 + DEX Modifier (Max 2)12 lb.
Chain shirt50 gp13 + DEX Modifier (Max 2)20 lb.
Scale mail50 gp14 + DEX Modifier (Max 2)Disadvantage45 lb.
Breastplate400 gp14 + DEX Modifier (Max 2)20 lb.
Banded550 gp15 + DEX Modifier (Max 2)Disadvantage35 lb.
Half plate750 gp15 + DEX Modifier (Max 2)Disadvantage40 lb.
Heavy Armor
Ring mail30 gp14Disadvantage40 lb.
Chain mail75 gp16STR 13Disadvantage55 lb.
Splint200 gp17STR 15Disadvantage60 lb.
Plate1,500 gp18STR 15Disadvantage65 lb.
Shield
Round10 gp+26 lb.
Buckler50 gp+2, has the Thrown weapon property 10/30 ft dealing 1D4 Bludgeoning damage3 lb.
Aspis200 gp+2, or Plus 3 AC and plus one to hit if used with a Lance while mountedSTR 1310 lb.
Kite200 gp+3STR 13Disadvantage16 lb.
Tower300 gp+3, gives you and those in a line behind you Half Cover (You do not benefit from the AC bonus of the Half Cover)STR 15Disadvantage30 lb.
Great750 gp+4, Two-HandedSTR 17Disadvantage100 lb.
Heater125 gp+2, Throw weapon property 10/20 ft dealing 1D6 Bludgeoning damageSTR 1312 lb.
Parise175 gp+2, can be propped up using a special extendable tripod that can be deployed as an action to provide Half Cover.10 lb.
Spiked225 gp+2, creatures that make melee attacks that are dealt by appendages such as claws or an Unarmed Strike take 1D4 Piercing damage.STR 13Disadvantage25 lb.
Thrusting300 gp+2, a -3 Martial Weapon that deals 1D6 Slashing damage.STR 15Disadvantage30 lb.

Weapon Mastery

The following are the groups of weapons that follow the weapon mastery category. Having a weapon mastery allows you to use the mastered weapon feature of the weapons in the category.

Simple Melee
ClubDazing Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have Disadvantage on attacks on their next turn.
DaggerConcealable Property: You can perfectly conceal daggers up to your DEX modifier (Minimum 2) on your person.
GreatclubDazing Critical: On a critical hit the target must make a DC 12 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have disadvantage on attacks on their next turn.
HandaxeLacerating Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or take 2 Slashing damage the start of their next turn until save is successful or until one minute passes.
JavelinThrowing Expert: Ranged attacks with Javelins have +2 to hit.
Light HammerStagger Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target’s movement speed is halved until the end of their turn.
MaceVicious Shoves: If the Shove action is used successfully while holding a Mace the target takes Bludgeoning Damage equal to twice your STR modifier (Minimum 1) in addition to being shoved.
QuarterstaffSweeping Critical: On a successful critical hit the target must make a DC 10 + your STR or DEX modifier (Minimum 1) + your Proficiency Bonus DEX Save or be knocked Prone.
SickleEmbed: On a successful attack you can leave the Sickle embedded, the target has Disadvantage on attacks until they use an action to remove it.
SpearRush Attack: When attacking with the spear as a melee attack and you move at least 10 ft in a straight line, you add an additional 1D6 piercing damage to the attack.
Spiked ClubBrutal Critical: On a successful critical hit, the damage die is increased to a D6.
Simple Ranged
Light Crossbow
DartSuccessive Pricks: Each time you hit a target after the first hit, it takes 1 additional damage for each Dart it has been hit with within the last minute.
ShortbowPiercing Critical: On a critical hit the target takes 2 Piercing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes.
SlingReeling Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus or be Stunned until the end of their next turn.
Martial Melee
ArmbladeQuick Extension: You can extend and withdraw the armblade as a free action.
BattleaxeLacerating Critical: On a critical hit the target takes 2 Slashing damage (4 if using two hands) at the start of each of its turns until it succeeds a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes.
Battle FistsBludgeoning Fists: You deal an additional 1D4 Bludgeoning damage on a hit
Cat’O’NineRaking Critical: On a critical hit you deal an additional 3D6 damage.
ClawsSlashingCritical: On a critical hit you deal an additional 1D6 Slashing damage.
FlailUnpredictable Flailing: On a miss the target still takes Bludgeoning damage equal to your STR modifier (Minimum 1).
FlambergeBreak Stance: The sweeping blade hooks and throws off most attacker’s weapons. On a successful hit with a target using a melee weapon they have disadvantage on their next attack roll with the melee weapon.
GlaiveDeadly Opportunity: When an enemy moves within 5 ft of you, you can use your reaction to make an opportunity attack as they move within your reach
GreataxeLacerating Critical: On a critical hit the target takes 3 Slashing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes.
GreatswordSlow Parry Reaction: You can use your reaction to add + 1 AC.
HalberdHooking Attack: In place of dealing damage, your successful attack hooks the target allowing you to move the creature up to 10 ft towards you. When attacking mounted targets, the target must make a DC 15 Athletic Check or be knocked Prone.
KatanaFast Parry Reaction: You can use your reaction to add +3 AC.
KatarHeavy Thrusts: The hit die of the weapon becomes 1D8.
KhopeshHooking Strike: In place of dealing damage, your successful hit can be used to hook a weapon out of an opponent’s hand forcing the target to make DEX save DC 8 + your DEX modifier (Minimum 1) + your Proficiency Bonus and on a failed save the target drops the weapon.
LanceWhen mounted and if you moved more than 10 ft your turn a Lance deals an additional 1D8 Piercing damage
LongswordParry Reaction: You can use your action to add + 2 AC.
MacuahuitlBleeding Wounds: Targets you hit take an additional 1D4 Slashing damage at the start of their next turn (This damage does stack with multiple attacks).
MaulFlatten Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus STR save or be knocked Prone.
MorningstarCrushing Crit On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target can only take an action, bonus action, or reaction their turn.
NunchakuWhirling Flourishes: You can use a bonus action to flourish the Nunchaku as many times as you want. For each flourish roll 1D20 and on a 3 or above you gain a +1 bonus to your next hit for each successful flourish. For each successful flourish you must succeed the minimum value +1 of the last flourish (For instance, your 3rd flourish must be above a 5 and will add +3 to your next hit). On a failed flourish you deal 1D4 Bludgeoning damage to yourself and lose all bonuses due to flourishes.
PikeFace the Charge: If a creature moves 10+ ft before attacking you, you may use your reaction plant your pike in the ground to receive the attack forcing the creature to make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus DEX save or take 1D6 Piercing damage for every 10 ft of movement they traveled before attacking you.
RapierMade for Dueling: The Rapier is treated as a +2 weapon in single combat in addition to any other modifiers.
SaiProtective: You have +1 AC when wielding two Sai.
ScimitarSpinning Slash: While flanked you can make an attack action against each creature flanking you, dealing half the weapon’s damage rounded down Made for Mounted Slashes: While mounted you deal an additional 3 damage.
ScytheDevastating Critical: On a critical hit you deal an additional 1D10 Slashing damage.
ShortswordParry Reaction: You can use your reaction to add +1 AC for each Shortsword you are holding.
TanfaGuarded Positioning: You can use a bonus action to defensively wield the Tanfa pair to give you +2 AC until the start of your next turn.
Tessen (Iron Fan)Artful Deflection: You have +2 AC against ranged projectiles from attacks you can see as long as you are using two Tessen.
Throwing AxeImproved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown.
Throwing DaggerImproved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown.
TridentBarbed Critical: On a critical hit you deal 1D6 additional damage. Pin Down: You may attempt to Grapple the target on a successful melee attack.
TwinbladeWhirlling Blades: Twinblade becomes a weapon with the Light property. Backstab: Twinblade has a critical hit range of +1 (19-20) to targets behind or to the side of you.
War PickMaiming Critical: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or have disadvantage on their next CON, DEX, or STR save until the end of its next turn.
WarhammerStagger Property: On a critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus CON save or the target’s movement speed is halved until the end of their turn.
WhipWrap Around: On a successful hit, you may Grapple a target up to 10 ft away. Disarming Critical: On a successful critical hit the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus DEX save and on a failed save drops their weapon.
Martial Ranged
AtlatlDebilitating Spear: The projectile thrown sticks in, decreasing the target’s speed by 10 ft until it is removed as a bonus action.
BlowgunPerfect Carrier: Poison delivered via Blowdart is injected into the bloodstream, you roll Poison damage dealt this way with advantage.
BoomerangDazing Hit: Creatures hit with Boomerang must make a CON saving throw DC 15 or have disadvantage on the first attack on their turn.
ChakramLacerating: creatures hit with a Chakram take 1d6 slashing damage at the start of their next turn.
Hand CrossbowQuickdraw: You can make one attack with each of your Hand Crossbows at the start of combat as long as you are not Surprised or Incapacitated.
Heavy CrossbowOverwhelming Critical: On a critical hit you deal 1D8 additional damage, and the target must make a DC 10 + your STR modifier (Minimum 1) + your Proficiency Bonus STR save or be pushed back 10 ft.
LongbowPiercing Critical: On a critical hit the target takes 2 Piercing damage at the start of each of its turns until it succeeds a DC 10 + your DEX modifier (Minimum 1) + your Proficiency Bonus CON save or until one minute passes.
Meteor HammerDebilitating Critical: On a critical hit the target is thrown off balance and/or their armor is knocked askew lowering their AC by 2 until the end of their next turn.
NetWhen used with a Trident you can throw a net and make a melee bonus action attack, provided you have the movement speed to move to the target.
ShurikenImproved Critical: Shuriken has an increased critical hit range of two (18-20) when thrown at long range, and plus three (17-20) at short range.
Rope DartKeep at Bay: You can use your reaction to swing the Rope Dart around provided you have at least 5 ft of clear area around you giving all melee attacks disadvantage on you until the start of your next turn.
Musket (Optional)Longshooter: Your range is doubled for the Musket.
Pistol (Optional)Quickdraw: On the first round of combat you can make an additional attack with your Pistol.

Armor Mastery

The following are the groups of armor that follow the armor mastery category. Having an armor mastery allows you to use the mastered armor’s feature in the category.

Light Armor
PaddedSilent Armor: You have advantage on Stealth checks.
Laminated WoodFlexible Armor: Reduces fall damage by your DEX modifier (Minimum 1).
LeatherNimble Armor: +1 bonus to DEX saving throws.
Lacquered ArmorVersatile Armor: Provides + 1 AC if both your STR and DEX Scores are 12 or Higher.
Studded LeatherConcealable Property: DC 10 + DEX modifier (Minimum 1) + Proficiency Bonus to detect wearing if disguised.
Medium
HideQuiet and Warm Armor: +1 Bonus to Stealth checks, Reduces Cold damage by 2.
Chain ShirtLow Specific Damage Negation: Reduces Piercing and Slashing damage by 1.
Scale MailNimble Armor: +1 bonus to DEX saving throws.
BreastplateVital Protection: Reduces damage from critical hits by 4.
Banded ArmorVersatile Armor: Provides +1 AC if both your STR and DEX Scores are 13 or Higher.
Half PlateLow Damage Negation: Reduces all non magical damage by 1.
Heavy
Ring MailLow Specific Damage Negation: Reduces Piercing and Slashing damage by 1.
Chain MailHigh Specific Damage Negation: Reduces Piercing and Slashing damage by 2.
SplintVersatile Armor: Provides + 1 AC if both your STR and DEX Scores are 14 or Higher.
PlateHigh Damage Negation: Reduces all non magical damage by 2.

Adventuring Gear

This section describes items that have special rules or require further explanation. This is only a selection of important items, the DM will provide any extra information on other items used in the campaign.

Item Description Price Weight
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 gp1 lb
Alchemist'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 gp1 lb
AmmunitionArrows (20) Bolts (20) Bullets (Firearm) (10) Bullets (Sling) (20) Needles (50)1 gp 1 gp 3 gp 4 cp 1 gp1 lb 1.5 lb 2 lb 1.5 lb 1 lb
AntitoxinA 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 gp1 lb
Arcane FocusCrystal Orb Rod Staff (Also a Quarterstaff) Wand10 gp 20 gp 10 gp 5 gp 10 gp1 lb 3 lb 2 lb 4 lb 1lb
BackpackHolds up to 30 lbs within 1 cubic foot. It can also serve as a saddlebag2 gp
Ball 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 gp1 lb
BarrelA barrel holds up to 40 gallons of liquid or up to 4 cubic ft of dried goods2 gp40 lb
BasketA basket holds up to 40 lbs within 2 cubic ft4 sp2 lb
BedrollA bedroll sleeps one Small or Medium sized creature. While in a bedroll, you automatically succeed saving throws against extreme cold.1 gp7 lb
BellWhen rungs as a Utilize action, a bell produces a sound that can be heard up to 60 ft away1 gp
BlanketWhile wrapped in a blanket, you have advantage on saving throws against extreme cold5 sp3 lb
Block and TackleAllows you to lift up to 4x the weight you can normally lift1 gp5 lb
BookA 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 topicVaries 25 gpVaries 5 lb
Bottle, GlassHolds up to 1.5 pints2 gp2 lb
BucketA bucket holds up to half a cubic ft5 cp2 lb
Burglar’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 gp42 lb
CaltropsAs 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 gp1 lb
CandleProvides Bright Light for 5 ft and Dim Light for an additional 5 ft for one hour1 cp
Case (Crossbow)Can hold up to 20 crossbow bolts1 gp1 lb
Case (Map or Scroll)Can hold up to 10 sheets of paper or 5 sheets of parchment1 gp1 lb
ChainAs 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 gp10 lb
ChestHold up to 12 cubit ft of contents.5 gp25 lb
Climber'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 gp25 lb
Clothes, FineFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations only admit people wearing these clothes.15 gp6 lb
Clothes, Traveler’sTraveler’s Clothes are resilient garments designed for travel in various circumstances.2 gp4 lb
Component PouchIt is watertight and filled with compartments that hold all the free Material components of your spells.25 gp1 lb
CostumeWhile wearing a costume, you have advantage on any ability check you make to impersonate the person or type of person it represents.5 gp4 lb
CrowbarUsing a Crowbar gives you advantage on STR checks where the Crowbar’s leverage can be applied.2 gp5 lb
Diplomat’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 gp39 lb
Druidic FocusSprig of Mistletoe Wooden Staff (Also a Quarterstaff) Yew Wand1 gp 5 gp 10 gp– 4 lb 1 lb
Dungeoneer’s PackContains the following items: Backpack, Caltrops, Crowbar, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin12 gp55 lb
Entertainer’s PackContains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 Flasks of Oil, 9 Days of Rations, Tinderbox, and Waterskin40 gp58.5 lb
Explorer’s PackContains the following items: Backpack, Bedroll, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin10 gp55 lb
FlaskHolds up to 1 pint2 cp1 lb
Fishing 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 gp4 lb
Grappling 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 gp4 lb
Healer'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 gp3 lb
Holy 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 gp 5 gp 5 gp1 lb – 2 lb
Holy 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 gp1 lb
Hunting 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 gp25 lb
InkInk comes in a 1-oz bottle, which provides enough ink to write about 500 pages.10 gp
Ink PenUsing Ink, an Ink Pen is used to write or draw.2 cp
JugA Jug holds up to 1 gallon2 cp4 lb
LadderA Ladder is 10 ft tall, you must climb to move up or down it.1 sp25 lb
LampA Lamp burns Oil as fuel to cast Bright Light in a 15 ft radius and Dim Light for an additional 30 ft.5 sp1 lb
Lantern, 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 gp2 lb
Lantern, 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 gp2 lb
LockA 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.Varies 10 gp1 lb
Magnifying 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 gp
ManaclesAs 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 gp6 lb
MapIf 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 gp
MirrorA handheld steel Mirror for personal cosmetics, also good for peaking around corners and reflecting light as a signal.5 gp.5 lb
Mess 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 sp1 lb
OilYou 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 sp1 lb
PaperOne sheet of paper can hold about 250 handwritten words.2 sp
ParchmentOne sheet of parchment can hold about 250 handwritten words.1 sp
PerfumePerfume 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 gp
Poison, 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 gp
PoleA 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 cp7 lb
Pot, IronAn Iron Pot holds 1 gallon2 gp10 lb
Potion 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 gp.5 lb
PouchHolds up to 6 lbs within 1/5th of a square foot5 sp1 lb
Priest’s PackContains the following items: Backpack, Blanket, Holy Water, Lampo, 7 Days of Rations, Robe, and Tinderbox.33 gp29 lb
QuiverHolds up to 20 arrows.1 gp1 lb
Ram, 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 gp35 lb
RationsRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts.5 sp2 lb
RobeA Robe has a vocational or ceremonial influence. Some events and locations only admit pooping wearing a Robe bearing certain colors or symbols.1 gp4 lb
RopeAs 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 gp5 lb
SackHolds up to 30 lbs within 1 square foot1 cp.5 lb
ScaleA 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 gp3 lb
Scholar’s PackContains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 Flasks of Oil, 10 Sheets of Parchment, and Tinderbox.40 gp22 lb
ShovelWorking 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 gp5 lb
Signal WhistleWhen blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 ft away.5 cp
SpellbookEssential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.Varies 50 gpVaries 3 lb
Spikes, 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 gp5 lb
SpyglassObjects viewed through a Spyglass are magnified to twice their size.1,000 gp1 lb
StringA String is 10 ft long. You can tie it into a knot as a Utilize action.1 sp
TentA Tent can sleep up to 2 Small or Medium sized creatures.2 gp20 lb
TinderboxA 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 sp1 lb
TorchA 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 cp1 lb
VialA Vial holds up to 4-oz1 gp
WaterskinA Waterskin holds up to 4 pints.2 sp5 lb (Full)

Tools

A tool helps you perform tasks you're not naturally skilled at. Proficiency with a tool grants you a bonus to related ability checks. Your race, class, or feats determine which tools you're proficient with. Tool use isn't tied to a single ability; the DM might ask for a DEX check to carve wood or a STR check to forge a heavy object.

  • Ability : The ability indicated with a tool is the main ability score used to operate the tool and can be used at the DM’s discretion as a substitute score for ability checks to skills mentioned in the Tool’s features.

  • Utilize : Indicates several options and DC for ability checks you make when you take the Utilize action.

  • Craft : Crafting a nonmagical item takes talent, tools, raw materials, and time.

Raw Materials: To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available.

Time: To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP.

If an item requires multiple days, the days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

Alchemist’s Supplies

Two glass beakers, a metal frame to hold a beaker over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients such as: salt, powdered iron, and purified water.

Ability INT
Cost50 gp
Weight8 lb
AlchemyGrants you a 1D6 bonus on Arcana checks to determine the properties of potions.
ChemistryGrants you a 1D6 bonus on Investigation checks to gain insight on any chemicals or substances used in a given area.
UtilizeCreate a puff of smoke (DC 10) Identify a poison (DC 10) Identify a substance (DC 15) Start a fire (DC 15) Neutralize acid (DC 20)
CraftingAcid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume, Soap

Brewer’s Supplies

A large glass jug, a quantity of hops, a siphon, a small barrel, 2 glass bottles, and several feet of tubing.

Ability INT
Cost20 gp
Weight9 lb
Drunk HistoryGrants you a 1D6 bonus to History checks that involve alcohol as a significant element
Hangovers and AnestheticsGrants you a 1D6 bonus to treating those suffering from the effects of alcohol poisoning or hangovers as well as using alcohol to dull pain
Ply with DrinkGrants you a 1D6 bonus to Persuasion checks to those you offer one of your drinks
Potable WaterYou can purify water that would otherwise be undrinkable. As part of a long rest you can purify up to 6 gallons of water or 1 gallon as part of a short rest
UtilizeIdentify alcohol (DC 10) Detect poison or impurities within a drink (DC 15) Ignore the effects of alcohol (DC 20)
CraftingAntitoxin, Alcoholic Drinks or Spirits (Time varies)

Calligrapher’s Supplies

Ink, a dozen sheets of paper, 3 Ink Pens, 3 Calligraphy Quills

Ability DEX
Cost10 gp
Weight5 lb
Author’s MarkGrants you a 1D6 bonus to History checks to determine the author of a document
Ancient WritingsGrants you a 1D6 bonus to Investigation checks to gain insight on ancient writings, scrolls, runes, or other texts
Dating WritingsGrants you a 1D6 bonus to History checks to determine the age of a written document
UtilizeIdentify the author of a nonmagical script (DC 10) Determine an author’s state of mind (DC 15) Spot forged texts (DC 15) Write text with impressive flourishes that guard against forgery (DC 15) Forge a signature (DC 20)
CraftingCalligraphy Quills, Ink, Spell Scroll

Carpenter’s Tools

Saw, Hammer, Nails, Hatchet, Square, Ruler, Adze, Plane, and Chisel.

Ability STR
Cost8 gp
Weight6 lb
Timbers TellGrants you a 1D6 bonus to History checks to identify the use and origin of wooden buildings and large wooden structures
InspectorGrants you a 1D6 bonus to Investigation checks to discover concealed areas within wooden structures
Wood SpeaksGrants you a 1D6 bonus to Stealth in wooden structures as you can quickly identify suspect boards and avoid unwanted noise
FortifyWithin one minute of work and raw materials available, you can make a door or window harder to force open. Increase the DC to open it forcefully by 5.
Temporary ShelterAs a part of a long rest, you can construct a simple structure such as a lean-to to keep your group dry and in shade for the duration of the rest. The shelter collapses after 1D3 days due to rushed construction and nonstandard materials. You cannot use this feature in areas without sufficient raw wood products.
UtilizeBuild a simple wood structure (DC 10) Design a complex wood structure (DC 15) Find a weak point in a wooden wall (DC 15) Pry apart a door or container (DC 20)
CraftingClub, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch

Cartographer’s Tools

Ink, Ink Pen, parchment, a pair of compasses, calipers, and a ruler.

Ability WIS
Cost15 gp
Weight6 lb
Arcana, History, and ReligionGrants you a 1D6 bonus when determining details about a map including hidden messages, when the map was made, if geological features have changed, etc.
Take it All inGrants you a 1D6 bonus to Nature checks from being familiar with the terrain
NavigatorGrants you a 1D6 bonus to Survival checks to find paths to civilization, predict where towns or villages may be found, or find trade routes
Decipher MapsGrants you a 1D12 bonus to Investigation checks in examining maps in determining if the map includes hidden messages or similar facts
Mapping on the GoYou are so familiar with making maps that you can draw a map as you go in addition to other activities while traveling
UtilizeDetermine a map’s age and origin (DC 10) Estimate the time and direction to a landmark (DC 15) Discern if a map is fake (DC 15) Draft a map of a small area (DC 15) Fill in a missing portion of a map (DC 20)
CraftingMap

Cobbler’s Tools

Hammer, Awl. Knife, Shoe Stand, Cutter, Spare Leather, and Thread.

Ability DEX
Cost5 gp
Weight5 lb
Theory and MagicGrants you a 1D6 bonus to Arcana and History checks to identify magical properties of enchanted footwear or their history
Soles and WearGrants you a 1D6 bonus to Investigation checks to identify where someone has been based on the wear and dirt found on the footwear and on identifying where any damage may have come from.
Maintain ShoesDuring the course of a long rest, you can repair you and your companions shoes and optimize them. For the next 24 hours you and your companions can travel for up to 10 hours a day without needing to make a saving throw to avoid Exhaustion at a moderate pace.
Craft Hidden CompartmentWith 8 hours of work, you can add a hidden compartment to a pair of shoes that can hold an object up to 3 inches long and 1 inch wide and deep. After crafting the compartment make a DEX or INT check (Adding your proficiency bonus) to determine the Investigation DC needed to find the compartment.
UtilizeModify footwear to give advantage on the wearer’s next Acrobatic’s check (DC 10) Determine a shoe’s age and origin (DC 10) Find a hidden compartment in a heel (15)
CraftingClimber’s Kit

Cook’s Utensils

Metal Pot, Knives, Forks, Stirring Spoon, and Ladle.

Ability WIS
Cost1 gp
Weight8 lb
Culinary TrendsGrants you a 1D6 bonus to History checks to determine social patterns involved with food or eating habits
Palatable MedicineGrants you a 1D6 bonus to Medicine checks. When administering a treatment you can make a bitter or sour medicine pleasing without meddling with the efficacy of the medicine
Nourishing MealsGrants you a 1D6 bonus to Survival checks as you are able to use scavenged ingredients to make nourishing meals that others are not able to use
Prepare MealsDuring the course of a short rest, as long as you have sufficient ingredients you can make a tasty meal that can help all recover their strength. You and up to 5 companions of your choice regain an additional 1 hit point for every Hit Dice expended during the short rest.
UtilizeImprove food’s flavor (DC 10) Create a typical meal (DC 10) Duplicate a meal (DC 10) Detect spoiled or poisoned food (DC 15) Create a gourmet meal (DC 15)
CraftingRations

Glassblower’s Tools

Blowpipe, Small Marver, Blocks, Tweezers, Leather Gloves. You need a source of heat to work glass.

Ability INT
Cost30 gp
Weight5 lb
Keen ObservationGrants you a 1D6 bonus to Arcana and History checks in identifying the contents of glass objects such as potions and potions by analyzing the effect of the solution of the glass container
Clues in the FractureGrants you a 1D6 bonus to Investigation checks if the clues include broken glass or glass objects
Identify WeaknessWith one minute of study you can identify weak points in a glass object. Any damage dealt to the object by striking the weak point is doubled
UtilizeIdentify the source of glass (DC 10) Determine what a glass object once held within the last 24 hours (DC 20)
CraftingGlass Bottle, Magnifying Glass, Spyglass, Vial

Jeweler’s Tools

Small Saw, Hammer, Files, Pliers, and Tweezers.

Ability INT
Cost25 gp
Weight2 lb
Magical GemsGrants you a 1D6 bonus to Arcana checks to obtain knowledge about magical items that have gems as a component
Keen EyesGrants you a 1D6 bonus to Investigation checks in picking out clues a gem may hold
UtilizeDiscern a gem’s value (DC 15) Modify a gem’s appearance (DC 15) Determine a gem’s history (DC 20)
CraftingArcane Focus, Holy Symbol

Leatherworker’s Tools

Knife, Small Mallet, Edger, Hole Punch, Thread, and Leather Scraps.

Ability DEX
Cost5 gp
Weight5 lb
Enchanted LeatherGrants you a 1D12 bonus to Arcana checks to determine the properties of magical items made with leather
Knowledge of WearGrants you a 1D6 bonus to Investigation checks to gain clues or knowledge when studying leather or leather goods
Identify HidesWhen looking at a hide or leather item, you can determine the source of the hide or leather and the specific techniques used to treat it. For instance, you would be able to identify leather tanned by a Dwarf or Halfling
UtilizeChange the appearance of a leather item (DC 10) Determine the history of a leather item (DC 20)
CraftingSling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin

Mason’s Tools

Trowl, Hammer, Chisel, Brushes, and a Square.

Ability STR
Cost10 gp
Weight8 lb
Stone LoreYou have a 1D12 bonus History checks to determine a stone building’s date of construction along with insight on who may have built it
Scraps and DustYou have a 1D6 bonus to Investigation checks within stone buildings
Patterns in ConstructionYou have a 1D6 bonus to Perception checks to spot irregularities in stone structures to spot potential traps and secret passages
UtilizeChisel a small hole in a stone wall (DC 10) Find a weak point in a stone wall (DC 15)
CraftingBlock and Tackle

Painter’s Supplies

Easel, Canvas, Paints, Brushes, Charcoal Sticks, and a Palette.

Ability WIS
Cost10 gp
Weight5 lb
Art LoreGrants you a 1D12 bonus to Arcana, History, and Religion checks in uncovering lore of any sort that is attached to a work of art such as the magical properties of a painting or the origin of an unknown painting
InspectorGrants you a 1D6 bonus to Investigation and Perception checks when inspecting works of art to gain insight on the practices and techniques used to create it
Painting and DrawingAs a part of a long or short rest, you can produce a simple work of art that captures a scene, image, or work of art you have seen.
UtilizePaint a recognizable image or something you’ve seen (DC 10) Create a painting with a hidden message (DC 20)
CraftingDruidic Focus, Holy Symbol, Paint, Brushes

Potter’s Tools

Potter’s Needs, Ribs, Scrapers, Knife, and Callipers.

Ability INT
Cost10 gp
Weight3 lb
Ceramic HistoryGrants you a 1D12 bonus to History checks in identifying ceramic objects, including when they were created and their likely place or culture of origin
InspectorGrants you a 1D6 bonus to Investigation and Perception checks when inspecting ceramics.
ReconstructionBy examining pottery shards you can determine the object’s original, intact form and its likely purpose.
UtilizeDiscern what a ceramic object held in the past 24 hours (DC 15) Create a serviceable pot (DC 15) Find a weak point in a ceramic object (DC 20)
CraftingJug, Lamp

Smith’s Tools

Hammer, Tongs, Charcoal, Rags, a Whetstone.

Ability STR
Cost20 gp
Weight8 lb
Analyse MetalGrants you a 1D12 bonus to Arcana and History checks to gain insight with works of metal including weapons and magical items made with metal
Keen EyeGrants you a 1D6 bonus to Investigation checks to make deductions involving armor, weapons, and other metalwork
RepairWith access to your tools and an open flame hot enough to make metal pliable you can restore 10 hit points to a metal object after 1 hour of work
UtilizeSharpen a dull blade (DC 10) Repair a suit of armor (DC 15, Requires raw materials) Sunder a non magical metal object (DC 20) Pry open a door or container (DC 20)
CraftingAny Melee Weapon (Except Club, Greatclub, Quaterstaff, and Whip), Medium Armor (Except Hide), Heavy Armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets

Tinker’s Tools

Variety of Hand Tools, Thread, Needles, a Whetstone, Scraps of Cloth and Leather, and a small Pot of Glue.

Ability DEX
Cost50 gp
Weight10 lb
Scraps TellYou can determine the age and origin of objects as long as you have scraps of the original
Determine DamageWhen you inspect a damaged object you gain insight on when and how it was damaged
RepairYou can restore 10 hit points to an object for every hour of work you spend on it. For any object you need raw materials to repair it and for metal objects you need an open flame hot enough to make the metal pliable
UtilizeTemporarily repair a disabled device (DC 10) Repair an item in half the time (DC 15) Assemble a Tiny object composed of scarpa which falls apart in 1 minute (DC 20)
CraftingMusket, Pistol. Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox

Weaver’s Tools

Thread, Needles, Scraps of Clothes, and you know how to use a Loom despite the fact they are too large to be easily transported.

Ability DEX
Cost1 gp
Weight5 lb
Cloth ExpertGrants you a 1D12 bonus to Arcana and History checks when examining cloth objects including cloaks and robes
Clothing KnowledgeGrants you a 1D6 bonus to Investigation checks to gain insight on the process of creating cloth objects and make inductions on objects that incorporate cloth
RepairAs part of a short rest, you can repair a single damaged cloth object
UtilizeMend a tear in clothing (DC 10) Repurpose Cloth (DC 10) Sew a Tiny design (DC 10) Tailor an Outfit (DC 15)
CraftingPadded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s Clothes

Woodcarver’s Tools

Knife, Gouge, and Small Saw.

Ability DEX
Cost1 gp
Weight5 lb
Examine WoodGrants you a 1D12 bonus to Arcana and History checks in gaining insight when examining wooden objects
Lumber ExpertGrants you a 1D12 bonus to Nature checks to identify trees
RepairAs a part of a short rest, you can repair a single damaged wooden object
Craft Arrows or BoltsAs a part of a short rest, you can craft up to 5 arrows or bolts. As a part of a long rest, you can craft up to 20 arrows or bolts. You must have enough raw materials on hand to make them
UtilizeCraft a small wooden figurine (DC 10) Carve an intricate pattern in wood (DC 15)
CraftingClub, Greatclub, Quaterstaff, Ranged Weapons (Except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink, Pen, Needles

Gaming Set

Can be Dice, Dragonchess, Playing Cards, or Three Dragon Ante. The set has all pieces to play the specific game such as coming with a full deck of cards or a gaming board. (If you have another preference for instrument discuss the idea with your DM and work together to find a fair price/weight or an equivalent one from an existing instrument)

Ability WIS
CostDice- 1 sp Dragonchess- 1 gp Playing Cards- 5 sp Three Dragon Ante- 1 gp
WeightDice- N/A Dragonchess-.5 lb Playing Cards- N/A Three Dragon Ante- N/A
People ReaderGrants you a 1D6 bonus to Insight checks as you gain insight into who the person you are playing with is, allowing you to better discern their lies from truths and their mood
DistractionGrants you a 1D6 bonus to Sleight of Hand checks to cheat at the game or distract the opponent for a pick-pocketing attempt
Gaming KnowledgeYou have a working knowledge many aspects of the game including knowledge of its history, prominent historical figures that played it or were involved with it, as well as current trends and rising stars in the game
UtilizeCatch a player cheating (DC 15) Gain insight into an opponent’s personality (DC 15)
Crafting

Musical Instrument

Can be Bagpipes, Drums, Dulcimers, Flutes, Lutes, Lyres, Horns, Pan Flutes, Shawms, and Viols. You have knowledge of commonly played tunes on the instrument.

Ability INT
CostBagpipes- 30 gp Drums- 6 gp Dulcimers- 25 gp Flutes- 2 gp Lutes- 35 gp Lyres- 30 gp Horns- 3 gp Pan Flutes- 12 gp Shawms- 2 gp Viols- 30 gp
WeightBagpipes- 6 lb Drums- 3 lb Dulcimers- 10 lb Flutes- 1 lb Lutes- 2 lb Lyres- 2 lb Horns- 2 lb Pan Flutes- 2 lb Shawms- 1 lb Viols- 1 lb
Instrument LoreGrants you a 1D12 bonus on History checks related to your instrument
Music and a ShowGrants you a 1D6 bonus on Performance checks that incorporate your instrument
Compose a TuneDuring the course of a long rest, you can compose a new tune or lyrics to go with your instrument. This tune can be used to impress a noble or spread scandalous rumors through a catchy tune.
UtilizeCreate a puff of smoke (DC 10) Identify a poison (DC 10) Identify a substance (DC 15) Start a fire (DC 15) Neutralize acid (DC 20)
CraftingAcid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume, Soap

Disguise Kit

Cosmetics, Hair Dye, Small Props, and Small Pieces of Clothing.

Ability CHA
Cost25 gp
Weight3 lb
RoleplayGrants you a 1D6 bonus on Deception checks that incorporate your disguise
FearsomeGrants you a 1D6 bonus on Intimidation checks by making yourself look more fearsome or scary by looking like a gang boss or a plague victim for example
Stage MakeupGrants you a 1D6 bonus to Performance checks to use your makeup skills
TrustGrants you a 1D6 bonus to Persuasion checks when you use your skills to imitate an authority figure
Create DisguiseAs part of a long rest, you can create a disguise. It takes one minute to don the disguise once you have created it. You can carry one such disguise on your person without drawing suspicion. Each disguise weighs one pound. If you are modifying a disguise or the disguise only has moderate changes to your appearance, it takes 10 minutes or 30 minutes for a more extensive change.
UtilizeCover injuries or distinguishing remarks (DC 10) Apply makeup (DC 10) Spot a disguise used by someone (DC 15) Copy a humanoid’s appearance (DC 20)
CraftingCostume

Forgery Kit

Several types of Ink, a variety of Parchments and Paper, Quills, Seals, Sealing Wax, Gold and Silver Leaf, Small Tools to mold Wax into a Seal.

Ability DEX
Cost15 gp
Weight5 lb
Spot ForgeryGrants you a 1D6 bonus on Arcana checks to determine if a magical item is real or fake
Forge DocumentsGrants you a 1D6 bonus on Deception checks that use things such as forged documents to give credence to a lie
Historical DocumentsGrants you a 1D6 bonus to forging historical documents or History checks to determine if an old document is fake
Keen InspectionGrants you a 1D6 bonus to Investigation checks when examining objects to determine how they were made and if they are authentic
Other ToolsIf you are proficient with another tool such as Cartographer’s Tools, you gain a 1D12 bonus to checks to forge related items such as forging a map
Quick FakeAs part of a short rest, you can produce a forged document that is no more than one page in length. As part of a long rest, you forge a document that is up to four pages long. At the end of making such a document, make a INT check and add your proficiency to determine the DC of an Investigation check to determine if it is fake
UtilizeMimic 10 or fewer words in another person’s handwriting (DC 10) Duplicate a person’s entire writing style (DC 15) Duplicate a wax seal (DC 20)
Crafting

Herbalism Kit

Pouches to store Herbs, Clippers, Leather Gloves, Mortar and Pestle, and Glass Jars.

Ability WIS or INT
Cost5 gp
Weight3 lb
HerbalismGrants you a 1D6 bonus on Arcana checks to identify plants or poisons
Pick Out DetailsGrants you a 1D6 bonus on Investigation checks in overgrown areas
Herbal MedicineGrants you a 1D12 bonus to Medicine checks when you use medicine or herbs you’ve made or collected in a treatment for illnesses or wounds
ForagingGrants you a 1D6 bonus to Nature and Survival checks to find and identify plants
Identify PlantsYou can identify most common and even most rare plants
UtilizeIdentify a plant (DC 10) Find a specific plant (DC 15) Identify poison (DC 20)
CraftingAntidote, Candle, Healer’s Kit, Potion of Healing (Basic)

Poisoner’s Kit

Glass Vials, Mortar and Pestle, Chemicals, and Glass Stirring Rod.

Ability INT
Cost50 gp
Weight2 lb
Know the PastGrants you a 1D6 bonus on History checks to recall famous uses of poison and famous deaths by poisoning
Safety and InspectionGrants you a 1D6 bonus on Investigation and Perception checks to safely handle poisons and inspecting poisoned objects and extracting clues
Taste of Your Own PoisonGrants you a 1D6 bonus to Medicine checks with poisonings as you know how poison effects the body
Flora and FaunaGrants you a 1D6 bonus to Nature and Survival checks to find and identify poisonous plants and animals
Handle PoisonYour training and equipment allow you to handle and apply poison with no risk of exposing it to yourself
UtilizeDetect a poisoned object (DC 10) Determine the effects of a poison (DC 20)
CraftingBasic Poison

Thieve’s Tools

Small File, Set of Lock Picks, Small Mirror mounted on metal handle, Set of Narrow Bladed Tweezers, and Pliers.

Ability DEX
Cost25 gp
Weight1 lb
Trap KnowledgeGrants you a 1D6 bonus on History checks when answering questions about locations known for their traps
Keen EyeGrants you 1D6 bonus on Investigation and Perception checks to spot traps
Set a TrapYou can disable and assemble traps. As a part of a short rest, you can create a trap if you have sufficient items on hand. You make an Intelligence check after making the trap and add your proficiency for the tool to the check. The total becomes the DC to detect the check and the damage for the check is determined by what you used to make the check and the trap deals damage equal to half the total DC of the trap.
UtilizePick a lock (DC 10) Disable a trap (DC 15)
Crafting

Tarokka Deck

A tarokka deck has fifty-four cards, each of which has its own name. Forty of them comprise the common deck, which is divided into four suits: swords, coins, stars, and glyphs.

Each suit contains cards numbered one through nine, plus a tenth card that is called the master of that suit. A card can be referred to by its suit designation or by its name. For instance, the three of glyphs is also known as the healer, and the wizard card is also known as the master of stars.

The remaining fourteen cards make up the high deck, which symbolizes the natural forces of the multiverse. These cards are represented by a crown symbol and are the most powerful cards in the deck.

High Deck

The cards that compose the high deck aren't considered to be one suit, although they are often denoted with a crown icon to mark their importance. Rather, each card is an important power in its own right. If one of these cards comes out in a casting and seems to contradict the prediction of an earlier card, the Vistani always assume that this card takes precedence.

Name Represents
ArtifactThe importance of some physical object that must be obtained, protected, or destroyed at all costs
BeastGreat Rage or passion; something bestial or malevolent hiding in plain sight or lurking just below the surface
Broken OneDefeat, failure, and despair; the loss of something or someone important, without which one feels incomplete
DarklordA single, powerful individual of an evil nature, one whose goals have enormous and far-reaching consequences
DonjonIsolation and imprisonment; being so conservative in thinking as to be a prisoner of one's own beliefs
GhostThe looming past; the return of an old enemy or the discovery of a secret buried long ago
ExecutionerThe imminent death of one rightly or wrongly convicted of a crime; false accusations and unjust prosecution
HorsemanDeath; disaster in the form of the loss of wealth or property, a horrible defeat, or the end of a bloodline
InnocentA being of great importance whose life is in danger (who might be helpless or simply unaware of the peril)
MarionetteThe presence of a spy or a minion of some greater power; an encounter with a puppet or an underling
MistsSomething unexpected or mysterious that can't be avoided; a great quest or journey that will try one's spirit
RavenA hidden source of information; a fortunate turn of events; a secret potential for good
SeerInspiration and keen intellect; a future event, the outcome of which will hinge on a clever mind
TempterOne who has been compromised or led astray by temptation or foolishness; one who tempts others for evil ends

Swords

This suit symbolizes aggression and violence. It is the suit of warriors, be they paladins, soldiers, mercenaries, or gladiators. It also symbolizes the power of governments and leaders, whether noble or corrupt.

Card Name Represents
Master of swordsWarriorSTR and force personified; violence; those who use force to accomplish their goals
One of swordsAvengerJustice and revenge for great wrongs; those on a quest to rid the world of great evil
Two of swordsPaladinJust and noble warriors; those who live by a code of honor and integrity
Three of swordsSoldierWar and sacrifice; the stamina to endure great hardship
Four of swordsMercenaryInner STR and fortitude; those who fight for power or wealth
Five of swordsMyrmidonGreat heroes; a sudden reversal of fate; the triumph of the underdog over a mighty enemy
Six of swordsBerserkerThe brutal and barbaric side of warfare; bloodlust; those with a bestial nature
Seven of swordsHooded OneBigotry, intolerance, and xenophobia; a mysterious presence or newcomer
Eight of swordsDictatorAll that is wrong with government and leadership; those who rule through fear and violence
Nine of swordsTorturerThe coming of suffering or merciless cruelty; one who is irredeemably evil or sadistic

Stars

This suit symbolizes the desire for personal power and control over things beyond the ken of mortals. It is the suit of arcane mages, sages, and intellectuals. It also represents the triumph of magic, science, and reason over religion, mysticism, and superstition.

Card Name Represents
Master of starsWizardMystery and riddles; the unknown; those who crave magical power and great knowledge
One of starsTransmuterA new discovery; the coming of unexpected things; unforeseen consequences and chaos
Two of starsDivinerThe pursuit of knowledge tempered by WIS; truth and honesty; sages and prophecy
Three of starsEnchanterInner turmoil that comes from confusion, fear of failure, or false information
Four of starsAbjurerThose guided by logic and reasoning; warns of an overlooked clue or piece of information
Five of starsElementalistThe triumph of nature over civilization; natural disasters and bountiful harvests
Six of starsEvokerMagical or supernatural power that can't be controlled; magic for destructive ends
Seven of starsIllusionistLies and deceit; grand conspiracies; secret societies; the presence of a dupe or a saboteur
Eight of starsNecromancerUnnatural events and unhealthy obsessions; those who follow a destructive path
Nine of starsConjurerThe coming of an unexpected supernatural threat; those who think of themselves as gods

Coins

This suit symbolizes avarice and the desire for personal and material gain. It is also symbolic of gluttony, lust, and obsession. On the side of good, this suit can suggest the accumulation of wealth for the benefit of a charity or a just cause. On the side of evil, it embodies the worst aspects of greed. It speaks to the power of gold, and how that power can build or destroy nations.

Card Name Represents
Master of coinsRogueAnyone for whom money is important; those who believe money is the key to their success
One of coinsSwashbucklerThose who like money yet give it up freely; likable rogues and rapscallions
Two of coinsPhilanthropistCharity and giving on a grand scale; those who use wealth to fight evil and sickness
Three of coinsTraderCommerce; smuggling and black markets; fair and equitable trades
Four of coinsMerchantA rare commodity or business opportunity; deceitful or dangerous business transactions
Five of coinsGuild MemberLike-minded individuals joined together in a common goal; pride in one's work
Six of coinsBeggarSudden change in economic status or fortune
Seven of coinsThiefThose who steal or burgle; a loss of property, beauty, innocence, friendship, or reputation
Eight of coinsTax CollectorCorruption; honesty in an otherwise corrupt government or organization
Nine of coinsMiserHoarded wealth; those who are irreversibly unhappy or who think money is meaningless

Glyphs

This suit symbolizes faith, spirituality, and inner STR. It is the suit of priests and those who devote themselves to the service of a deity, a higher power, or a heightened philosophy. On the side of good, it represents willpower and dedication. On the side of evil, the suit signifies weakness of character, self-doubt, and betrayal of one's ideals or beliefs. It symbolizes health and healing, as well as illness and disease.

Card Name Represents
Master of glyphsPriestEnlightenment; those who follow a deity, a system of values, or a higher purpose
One of glyphsMonkSerenity; inner STR and self-reliance; supreme confidence bereft of arrogance
Two of glyphsMissionaryThose who spread WIS and faith to others; warnings of the spread of fear and ignorance
Three of glyphsHealerHealing; a contagious illness, disease, or curse; those who practice the healing arts
Four of glyphsShepherdThose who protect others; one who bears a burden far too great to be shouldered alone
Five of glyphsDruidThe ambivalence and cruelty of nature and those who feel drawn to it; inner turmoil
Six of glyphsAnarchistA fundamental change brought on by one whose beliefs are being put to the test
Seven of glyphsCharlatanLiars; those who profess to believe one thing but actually believe another
Eight of glyphsBishopStrict adherence to a code or a belief; those who plot, plan, and scheme
Nine of glyphsTraitorBetrayal by someone close and trusted; a weakening or loss of faith

Mounts and Vehicles

A good mount helps you move quickly through the wilderness and primarily carries gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a vehicle can move weight up to five times its base carrying capacity, including the vehicle's weight. If multiple animals pull the same vehicle, they can combine their carrying capacities.

Other mounts, like flying creatures (pegasi, griffons) or aquatic mounts (giant sea horses), are rare and typically not for sale. Acquiring such mounts often involves securing an egg and raising the creature, making a bargain with a powerful entity, or negotiating with the mount itself.

  • Barding : Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown in the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

  • Saddles : A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check to remain mounted. An exotic saddle is required for riding any aquatic, flying, or other suitably unique mount.

  • Vehicle Proficiency : If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that vehicle in difficult circumstances.

  • Rowed Vessels : Keelboats and rowboats are used on lakes and rivers. When going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vessels can’t be rowed against any significant current but can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds for adventurers carrying it over land.

Land and Water Vehicle Proficiency

Proficiency with a vehicle covers all variations for travel for that mode of transportation. This includes knowledge on how to handle animals and repairing and maintaining vehicles.

In addition Water Vehicle proficiency involves basic knowledge available to sailors such as knots, locations of islands, and assessing weather and sea conditions.

Magical Vehicles Grants you a 1D6 bonus to Arcana checks to identify magical vehicles
Vehicle InspectionsGrants you a 1D6 bonus to Investigation and Perception checks to find clues and hidden information on vehicles
Vehicle HandlingWhile piloting a vehicle you add your Proficiency Bonus to the vehicle’s AC and saving throws
ActivitiesNavigate through rough terrain or water (DC 10) Assess a vehicle’s condition (DC 15) Take a tight corner at high speed (DC 20)

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Bardingx4x2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
Saddle Exotic Military Riding60 gp 20 gp 10 gp40 lb 30 lb 25 lb
Pack5 gp15 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp
Wagon35 gp400 lb.

Airborne and Waterborne Vehicles

  • Speed : Sailing against a strong wind halves movement speed. With no wind, waterborne ships must be rowed. If going downstream, add the speed of the current (Around 3 mph).

  • Passengers : A ship fitted with private accommodations can hold 1/5th as many passengers. A hammock can be rented for 5 sp per day and a cabin for 2 gp per day.

  • Ship Repair : Repairs can only be made while the ship is berthed. Each 1 hit point restored costs 1 day and 20 gps in materials and labor. If repairs are made in place suited for repairs the time and cost is halved.

Ship Cost Speed Crew Passengers Cargon (Tons) AC HP Damage Threshold
Airship40,000 gp8 mph1020113300
Galley30,000 gp4 mph801501550020
Keelboat3,000 gp1 mph16.51510010
Longship10,000 gp3 mph40150101530015
Rowboat50 gp1.5 mph131150
Sailing ship10,000 gp2 mph201001530015
Warship25,000 gp2.5 mph602001550020

Trade Goods

Most wealth isn't in coins but in livestock, grain, land, and rights to taxes or resources (like mines or forests). Guilds, nobles, and royalty regulate trade, while chartered companies are granted rights to trade on specific routes or with certain goods. Guilds set prices and control who can offer goods and services. Merchants often trade goods without using currency. The Trade Goods table shows the value of commonly exchanged items.

Cost Goods
1 cp1 lb. of wheat
2 cp1 lb. of flour or one chicken
5 cp1 lb. of salt
1 sp1 lb. of iron or 1 sq. yd. of canvas
5 sp1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp1 lb. of ginger or one goat
2 gp1 lb. of cinnamon or pepper, or one sheep
3 gp1 lb. of cloves or one pig
5 gp1 lb. of silver or 1 sq. yd. of linen
10 gp1 sq. yd. of silk or one cow
15 gp1 lb. of saffron or one ox
50 gp1 lb. of gold
500 gp1 lb. of platinum

Trinkets

When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets.

d100 Trinket
1A mummified goblin hand
2A piece of crystal that faintly glows in the moonlight
3A gold coin minted in an unknown land
4A diary written in a language you don’t know
5A brass ring that never tarnishes
6An old chess piece made from glass
7A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
8A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
9A rope necklace from which dangles four mummified elf fingers
10The deed for a parcel of land in a realm unknown to you
11A 1-ounce block made from an unknown material
12A small cloth doll skewered with needles
13A tooth from an unknown beast
14An enormous scale, perhaps from a dragon
15A bright green feather
16An old divination card bearing your likeness
17A glass orb filled with moving smoke
18A 1-pound egg with a bright red shell
19A pipe that blows bubbles
20A glass jar containing a weird bit of flesh floating in pickling fluid
21A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
22A small wooden statuette of a smug halfling
23A brass orb etched with strange runes
24A multicolored stone disk
25A tiny silver icon of a raven
26A bag containing forty-seven humanoid teeth, one of which is rotten
27A shard of obsidian that always feels warm to the touch
28A dragon's bony talon hanging from a plain leather necklace
29A pair of old socks
30A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
31A silver badge in the shape of a five-pointed star
32A knife that belonged to a relative
33A glass vial filled with nail clippings
34A rectangular metal device with two tiny metal cups on one end that throws sparks when wet
35A white, sequined glove sized for a human
36A vest with one hundred tiny pockets
37A small, weightless stone block
38A tiny sketch portrait of a goblin
39An empty glass vial that smells of perfume when opened
40A gemstone that looks like a lump of coal when examined by anyone but you
41A scrap of cloth from an old banner
42A rank insignia from a lost legionnaire
43A tiny silver bell without a clapper
44A mechanical canary inside a gnomish lamp
45A tiny chest carved to look like it has numerous feet on the bottom
46A dead sprite inside a clear glass bottle
47A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
48A glass orb filled with water, in which swims a clockwork goldfish
49A silver spoon with an M engraved on the handle
50A whistle made from gold-colored wood
51A dead scarab beetle the size of your hand
52Two toy soldiers, one with a missing head
53A small box filled with different-sized buttons
54A candle that can’t be lit
55A tiny cage with no door
56An old key
57An indecipherable treasure map
58A hilt from a broken sword
59A rabbit’s foot
60A glass eye
61A cameo carved in the likeness of a hideous person
62A silver skull the size of a coin
63An alabaster mask
64A pyramid of sticky black incense that smells very bad
65A nightcap that, when worn, gives you pleasant dreams
66A single caltrop made from bone
67A gold monocle frame without the lens
68A 1-inch cube, each side painted a different color
69A crystal knob from a door
70A small packet filled with pink dust
71A fragment of a beautiful song, written as musical notes on two pieces of parchment
72A silver teardrop earring made from a real teardrop
73The shell of an egg painted with scenes of human misery in disturbing detail
74A fan that, when unfolded, shows a sleeping cat
75A set of bone pipes
76A four-leaf clover pressed inside a book discussing manners and etiquette
77A sheet of parchment upon which is drawn a complex mechanical contraption
78An ornate scabbard that fits no blade you have found so far
79An invitation to a party where a murder happened
80A bronze pentacle with an etching of a rat's head in its center
81A purple handkerchief embroidered with the name of a powerful archmage
82Half of a floorplan for a temple, castle, or some other structure
83A bit of folded cloth that, when unfolded, turns into a stylish cap
84A receipt of deposit at a bank in a far-flung city
85A diary with seven missing pages
86An empty silver snuffbox bearing an inscription on the surface that says “dreams”
87An iron holy symbol devoted to an unknown god
88A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
89A vial of dragon blood
90An ancient arrow of elven design
91A needle that never bends
92An ornate brooch of dwarven design
93An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W”
94A mosaic tile with a multicolored, glazed surface
95A petrified mouse
96A black pirate flag adorned with a dragon's skull
97A tiny mechanical crab or spider that moves about when it’s not being observed
98A glass jar containing lard with a label that reads, “Griffon Grease”
99A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
100A metal urn containing the ashes of a hero

Spell Scrolls

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Spellbooks: A wizard spell on a spell scroll can be copied just as spells in spell books can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Arcana check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Level Rarity Save DC Attack Bonus
CantripCommon13+5
1stCommon13+5
2ndUncommon13+5
3rdUncommon15+7
4thRare15+7
5thRare17+9
6thVery Rare17+9
7thVery Rare18+10
8thVery Rare18+10
9thLegendary19+11

Scribing a Spell Scroll

Scribing takes time and money. In order to scribe one must have proficiency with Arcana and have the spell they desire to scribe prepared throughout the process as well as proficiency with Calligrapher’s Supplies. Part of the cost of the creation process are the material components that are summarized in the cost though your DM will have to determine the availability of certain material components.

Any scribed cantrip works as if the caster was of 1st level.

Spell Level Time (Days) Cost (GP)
Cantrip115
1st125
2nd3100
3rd5150
4th101,000
5th251,500
6th4010,000
7th5012,500
8th6015,000
9th12050,000

Poison

Most poisons can be purchased at Apothecaries or Thief’s Guilds. Some are exclusive to races. And the best are collected and made with a Poisoner’s Kit. Poisons marked with an “*” are exclusive to the Poisoner Rogue as they are too volatile or logistically impossible to use without specialized training.

Poisons come in the following four types:

  • Contact : Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

  • Ingested : A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

  • Inhaled : These poisons are powders or gasses that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

  • Injury : Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

If a creature succeeds their saving throw with a poison that deals damage, they take half as much damage.

Assassin’s Blood Type: Ingested Rarity: Common CON DC: 10 DC to Perceive: 10 Damage: 1D12 Effects: Poisoned for 24 hours Ingredients: Spirits, Blight Sap, Honey Store Price (GP): 150
Crawler MucusType: Contact Rarity: Common CON DC: 13 DC to Perceive: 13 Damage: None Effects: Poisoned for 1 hour Ingredients: Carrion Crawler Slime, Flour Store Price (GP): 200
MaliceType: Contact Rarity: Common CON DC: 15 DC to Perceive: 15 Damage: None Effects: Blinded for 1 hour Ingredients: Powdered Shrieker, Powdered Birch Bark, Powdered Topaz Store Price (GP): 250
Serpent VenomType: Injury Rarity: Common CON DC: 11 DC to Perceive: 11 Damage: 3D6 Effects: None Ingredients: Giant Venomous Snake Venom, Tallo Store Price (GP): 200
Truth SerumType: Ingested Rarity: Common CON DC: 11 DC to Perceive: 11 Damage: None Effects: Under the Effects of Zone of Truth for 1 minute Ingredients: 1 Drop of Deva Blood, Wine aged at least 10 years Store Price (GP): 200
Enchanter’s BreatheType: Inhaled Rarity: Common CON DC: 12 DC to Perceive: 12 Damage: None Effects: The Creature Comes Under the Effects of the Charm Person Spell for 1 Minute Ingredients: Drop of Mind Flayer Blood, Incense, Powered Pine Cone Store Price (GP): 200
Fey Whisper*Type: Injury Rarity: Common CON DC: 13 DC to Perceive: 13 Damage: 1D6 Effects: The Creature cannot Regain Hit Points or Gain Temporary Hit Points for 1 Minute Ingredients: Dryad Tear, Nymph Saliva, Awakened Plant Sap Store Price (GP): 170
Phantom’s KissType: Injury Rarity: Common CON DC: 11 DC to Perceive: 11 Damage: None Effects: The Creature Becomes Invisible and Dumb on a Successful Save, On a Failed Save the Creature Falls Unconscious for 1 Minute. Usually Used to Hide a Body for Later Use Ingredients: Store Price (GP): 100
ScourgeType: Contact Rarity: Uncommon CON DC: 16 DC to Perceive: 17 Damage: 2D6 Radiant Effects: Only Effects Aberrations, Constructs, and Elementals. Disadvantage on Ability Checks and Attack Rolls for 1 Minute Ingredients: Quicksilver, Mercury, Prayer From a 5th Level Paladin or Cleric Store Price (GP): 50
Red Spur*Type: Ingested Rarity: Uncommon CON DC: 14 DC to Perceive: It is Indiscernible From Water Unless it is Within 5 ft of the Color Red Damage: 2D10 Effects: None Ingredients: Red Spur Flower, Water, Vinegar Store Price (GP): 650
Burnt Othur FumesType: Inhaled Rarity: Uncommon CON DC: 13 DC to Perceive: 14 Damage: 3D6 Effects: Poisoned Condition until Three Successful Saving Throws Ingredients: Dirt from the Plane of Earth, Powdered Lily Root, Copper Dust Store Price (GP): 500
Essence of EtherType: Inhaled Rarity: Uncommon CON DC: 13 DC to Perceive: 14 Damage: None Effects: Falls Unconscious for Eight Hours Ingredients: Ether Dew, Dried Oak Sap, Cinnamon Store Price (GP): 300
Oil of TaggitType: Contact Rarity: Uncommon CON DC: 13 DC to Perceive: 14 Damage: None Effects: Falls Unconscious for 24 Hours Ingredients: Couatl Fang Powder, Whale Oil, Barely Store Price (GP): 400
Pale TinctureType: Ingested Rarity: Uncommon CON DC: 16 DC to Perceive: 17 Damage: 1D6 Effects: An Additional 1D6 Damage Everyday for Seven Days that Cannot be Healed Ingredients: Powdered Quasit Claw, Milk, Rice Flour Store Price (GP): 250
TorporType: Ingested Rarity: Uncommon CON DC: 15 DC to Perceive: 16 Damage: None Effects: Poisoned 4D6 Hours and is Incapacitated Ingredients: Phase Spider Venom, Giant Wasp Venom, Dried Mint Leaves Store Price (GP): 600
Night’s WrathType: Injury Rarity: Uncommon CON DC: 10 DC to Perceive: 11 Damage: 2D6 Effects: The Creature Cannot Complete a Long Rest for 24 hours. Ingredients: Powdered Nightshade, Night Hag’s Ashes, Sulphur Store Price (GP): 750
Silver Point*Type: Injury Rarity: Rare CON DC: 18 DC to Perceive: 20 Damage: None Effects: Upon Initial Contact the Creature Must Make a DC 10 CON Save or Die if they Have Less Than 30 Hit Points. Otherwise They Make the Saving Throw and on a Failure Gain 1 Level of Exhaustion. Ingredients: Silver Point Thorn, Deer Sinew, Pine Resin Store Price (GP): 2,000
Fire-BloodType: Contact Rarity: Rare CON DC: 16 DC to Perceive: 18 Damage: 2D8 Fire Damage Effects: Creatures with Immunity to Fire Damage are Unaffected, Creatures with Resistance to Fire Damage Roll with Advantage, Creatures with Vulnerability to Fire Damage Roll with Disadvantage. Constructs and Undead take 2D8 Fire Damage Until They Are Consumed. Dead Bodies are Burned to Ash and Vanish if Fire-Blood is Applied within 6 Seconds. Ingredients: Salamander Blood, Alchemist’s Fire, Scale of an Adult Red Dragon Store Price (GP): 1,200
Midnight TearsType: Ingested Rarity: Rare CON DC: 17 DC to Perceive: 19 Damage: 9D6 Effects: No effect, Undetectable Until the Next Midnight Ingredients: Molydeus Venom, Neogi Fang Powder, Cane Sugar Store Price (GP): 1,500
Dance FeverType: Inhaled Rarity: Rare CON DC: 16 DC to Perceive: 18 Damage: None Effects: The Creature Begins to Dance. They Cannot be Moved Willingly, Cannot Speak, And Attack With Disadvantage. After One Hour the Effect’s End and the Creature Gains One Level of Exhaustion Ingredients: Satyr Horn Powder, Spirits, Red Spotted Mushroom Spores Store Price (GP): 900
Purple Wurm VenomType: Injury Rarity: Rare CON DC: 19 DC to Perceive: 21 Damage: 12D6 Effects: None Ingredients: Purple Wurm Venom, Hobgoblin Blood Store Price (GP): 2,000
Wyvern VenomType: Injury Rarity: Rare CON DC: 15 DC to Perceive: 17 Damage: 7D6 Effects: None Ingredients: Wyvern Venom, Goblin Blood Store Price (GP): 1,200
Black BileType: Injury Rarity: Very Rare CON DC: 15 DC to Perceive: 18 Damage: 2D6 Necrotic Effects: Until the Saving Throw is Succeeded the Creature takes 1D4 Necrotic Damage at the End of Each of Their Turns for 24 hours Ingredients: Death Lily Petal, Black Pudding Ooze, Nightshade Store Price (GP): 1,800
Aviary DeathType: Ingested Rarity: Very Rare CON DC: 13 DC to Perceive: 16 Damage: None Effects: The Creature Must Make a Saving Throw Every Hour on the Hour for 12 Hours, if at the End They Failed More Than Succeed, They are Polymorphed into a Hen indefinitely Ingredients: Cockotrice Heart, Roc Blood, Vinegar Store Price (GP): 2,100
Creeper’s Sun*Type: Contact Rarity: Very Rare CON DC: 16 DC to Perceive: 19 Damage: None Effects: The Creature Begins to Petrify Over the Course of One Week With the Patch of Petrification Spreading 1D12 Inches Each Day. The Creature Breaks Free if Not Completely Petrified at the End of the Week Ingredients: Gorgon’s Blood, Cockotrice Beak Powder, Medusa Eye, Basilisk Tear Duct Store Price (GP): 2,300
Liquid Pain*Type: Contact Rarity: Very Rare CON DC: None DC to Perceive: 18 Damage: None Effects: The Creature is Subject to the Spell Power Word Pain Ingredients: A Drop of Blood From an Archdevil, Whisky, Copper Shavings, Lemon Juice, Salt Store Price (GP): 2,800
Patient DeathType: Ingested Rarity: Legendary CON DC: 18 DC to Perceive: 22 Damage: None Effects: If the Saving Throw was Successful, the Creature Dies in 10D20 Years and is Not Aware of the Fact. If the Saving Throw was a Failure, the Creature Knows it has One Year to Live Ingredients: The Flesh of a Lich that was over 1,000 Years Old, The Flesh of a Dracolich that was over 20,000 Years Old, The Blood of the Intended Target Store Price (GP): 16,000
Bane of Life*Type: Ingested Rarity: Legendary CON DC: 20 DC to Perceive: 24 Damage: None Effects: After 1D4 Hours the Creature Has Their CON Score Reduced by 1D4, After That The Process is Repeated 1D6 Hours, Reducing Their CON Score by 1D6, Then 1D8, 1D10, And Finally 1D12. The Creature Dies if Their CON Score Reaches 0. Ingredients: Alchemist’s Fire, Blood of an Ancient Shadow Dragon, Heart of a Creature Turned into a Wraith Store Price (GP): 19,000
Magi’s Bane*Type: Injury Rarity: Legendary CON DC: 15 DC to Perceive: 19 Damage: None Effects: For One Minute Each Time They Attempt to Cast a Spell, They Must Make a Saving Throw. On a Failure, the Spell Fails and Any Spell Slot Used to Cast it is Still Spent. Ingredients: Eye of a Beholder, Powdered Horn of an Ancient Dracolich, Sap of the Gulthias Tree Store Price (GP): 23,000

Attunement

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.

Without becoming attuned to an item that requires attunement, a creature gains only its non magical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 ft away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing and Wielding Items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

When a non-humanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating an Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staves, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Traps

A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbols that function as traps.

Detecting and Disabling a Trap

Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap’s presence.

A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage.

Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap’s description. The DCs are the same regardless of the check used. In addition, dispel magic has a chance of disabling most magic traps. A magic trap’s description provides the DC for the ability check made when you use dispel magic.

In most cases, a trap’s description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt.

You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.

Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.

Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.

Magic Items

Adventures hold the promise but not guarantee of finding magical items. They can be useful, tricky, or can alter the fabric of reality and anything in between.

Identifying A Magic Item

Some magic items are indistinguishable from their nonmagical counterparts while others are conspicuously magical. Handling a magical item is enough to give you a sense that it is extraordinary but learning a magic item’s properties isn’t automatic.

The Identify spell is the fastest way to reveal a magical item’s properties. Alternatively, you can focus on one magic item during a short rest while being in contact with the item. At the end of the rest you learn its properties and how to use them (But you do not detect any curses).

Sometimes an item will have a hint such as a command word inscribed upon it or a design reminiscent of a popular feature like a feather for a Ring of Feather Falling. Wearing or tasting an item can give you a good idea of how it works. Other items might require experimentation.

Attunement

Some magical items require a creature to form a bond - called Attunement - with them before the creature can use the item's magical properties. Without Attunement the creature only gains the non magical benefits of the item unless otherwise stated.

Attune During a Short Rest

Attuning with an item requires you to spend a short rest focused only on that item while being in physical contact with it (This cannot be the same short rest used to identify the item). This can take the form of practice if the item is a sword, or meditation if the item is wand, or another appropriate activity. If the short rest is interrupted the Attunement fails.

No More than Three Items

You can be Attuned to no more than three items at a time. Any attempt to Attune to a fourth item fails. You must end an Attunement with another item before. Additionally, you cannot be Attuned to more than one copy of an item. For example, you cannot be Attuned to more than one Ring of Protection at a time.

Ending Attunement

Your Attunement ends with an item if you no longer satisfy the prerequisites for it, if the item has been more than 100 ft away for at least 24 hours, if you die, or if another creature Attunes to the item. You can voluntarily end the Attunement by spending another short rest focused on the item unless the item is Cursed.

Wearing and Wielding Items

Using a magical item may intel wearing or wielding the item. A magic item meant to be worn must be donned in the intended fashion i.e; boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, magic shields must be secured properly to the arm, a cloak fastened about the shoulders, and a weapon must be held.

In most cases a magical item meant to be worn or held will fit a creature regardless of their build.

Multiple Items of the Same Kind

You can’t wear more than one kind of certain magical items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak.

Paired Items

Items that come in pairs such as boots, bracers, gauntlets, and gloves impart their benefits only if both items of the pair are worn. For example: having a Boot of Striding and Springing one foot and a Boot of the Elvenkind on the other gains no benefit from either.

Sentient Magic Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

Sentient Magic Items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Composition

A sentient magical item is composed of the following features: one or more magical abilities, a form of communication, senses to perceive the world, an alignment, a personality (More or less), and a special purpose.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:

The item insists on being carried or worn at all times.

The item demands that its wielder dispose of anything the item finds repugnant.

The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.

The item demands to be given to someone else.

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

Make it impossible for its wielder to attune to it.

Suppress one or more of its activated properties.

Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.

Chapter: 6