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
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Melee Weapons : Used to attack targets within 5 ft.
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Ranged Weapons : Used to attack targets at a distance.
Weapon Properties
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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.
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Finesse : Can use either STR or DEX for attack and damage rolls. You must use the same modifier for both rolls.
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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.
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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.
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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.
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Range : Each weapon has its own range, if a weapon does not have an extended range, its range is 5 ft.
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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.
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Special : Has unique rules governing its use (e.g., thrown, two-handed).
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Thrown : A melee weapon with the ability to be reliably thrown and used for a ranged attack.
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Two-Handed : A Two-Handed weapon required both hands to use it.
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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
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Objects used as weapons : Any object can be used as an improvised weapon, but some objects are more effective than others.
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Damage : Improvised weapons typically deal 1d4 damage, but the DM may assign a different damage type or amount depending on the object.
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Proficiency : Characters proficient with a similar weapon type can use their proficiency bonus when using an improvised weapon.
Silvered Weapons
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Cost : Silvering a weapon costs 100 gp.
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Effect : Silvered weapons are more effective against monsters that have immunity or resistance to non magical weapons.
Special Weapons
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Lance : Has disadvantage when attacking targets within 5 ft and requires two hands when not mounted.
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Net : Restrains creatures hit by it. Creatures can break free with a successful STR check or by dealing 5 slashing damage to the net.
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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.
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Battle Fists : Battle Fists encase the entire hand, other weapons or objects cannot be held or manipulated while wearing Battle Fists.
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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.
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Katar : Katars take the hold hand to hold, other weapons or objects cannot be held or manipulated while using Katar.
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Macuahuitl : target takes 1D4 slashing at the start of their next turn on a hit.
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Boomerang : On a hit or miss the Boomerang returns to your hand.
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Chackram : On a miss the Chakram returns to your hand.
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Meteor Hammer : Though a ranged weapon it immediately returns to your hand after each attack.
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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 | ||||
| Club | 1 sp | 1D4 Bludgeoning | 2 lb | Light |
| Dagger | 2 gp | 1D4 Piercing | 1 lb | Finesse, Light, Thrown (Range 20/60) |
| Greatclub | 2 sp | 1D8 Bludgeoning | 10 lb | Two-Handed |
| Handaxe | 5 gp | 1D6 Slashing | 2 lb | Light, Thrown (Range 20/60) |
| Javelin | 5 sp | 1D6 Piercing | 2 lb | Thrown (Range 30/120) |
| Light hammer | 2 gp | 1D4 Bludgeoning | 2 lb | Light, Thrown (Range 20/60) |
| Mace | 5 gp | 1D6 Bludgeoning | 4 lb | - |
| Quarterstaff | 2 gp | 1D6 Bludgeoning | 4 lb | Versatile (1D8) |
| Sickle | 1 gp | 1D4 Slashing | 2 lb | Light |
| Spear | 1 gp | 1D6 Piercing | 3 lb | Thrown, Versatile (1D8) |
| Spiked Club | 2 gp | 1D4 Piercing, 1D4 Bludgeoning | 5 lb | - |
| Simple Ranged Weapons | ||||
| Crossbow, Light | 25 gp | 1D8 Piercing | 5 lb | Ammunition (Range 80/320), Loading, Two-Handed |
| Dart | 5 cp | 1D4 Piercing | 1/4 lb | Finesse, Thrown (Range 20/60) |
| Shortbow | 25 gp | 1D6 Piercing | 2 lb | Ammunition (Range 80/320), Two-Handed |
| Sling | 1 sp | 1D4 Bludgeoning | - | Ammunition (Range 30/120) |
| Martial Melee Weapons | ||||
| Armblade | 50 gp | 1D6 Slashing | 3 lb | Special, Replace one Unarmed Strike |
| Battleaxe | 10 gp | 1D8 Slashing | 4 lb | Versatile (1D10) |
| Battle Fists | 100 gp | 1D8 Bludgeoning | 2 lb | Special, Replace Unarmed Strikes |
| Cat’O’Nine | 40 gp | 1D8 Slashing | 6 lb | Finesse, Reach |
| Claws | 140 gp | 1D6 Slashing | 2 lb | Special, Replace Unarmed Strikes |
| Flail | 10 gp | 1D8 Bludgeoning | 2 lb | - |
| Flamberge | 35 gp | 1D6 Slashing | 3 lb | Finesse |
| Glaive | 20 gp | 1D10 Slashing | 6 lb | Heavy, Reach, Two-Handed |
| Greataxe | 30 gp | 1D12 Slashing | 7 lb | Heavy, Two-Handed |
| Greatsword | 50 gp | 2D6 Slashing | 6 lb | Heavy, Two-Handed |
| Halberd | 20 gp | 1D10 Slashing | 6 lb | Heavy, Reach, Two-Handed |
| Katana | 100 gp | 1D8 Slashing | 4 lb | Finesse, Versatile (1D10) |
| Katar | 40 gp | 1D6 Slashing | 2 lb | Special, Replace Unarmed Strikes |
| Khopesh | 20 gp | 1D6 Slashing | 3 lb | Finesse, Light |
| Lance | 10 gp | 1D12 Piercing | 6 lb | Reach, Special |
| Longsword | 15 gp | 1D8 Slashing | 3 lb | Versatile (1D10) |
| Macuahuitl | 25 gp | 1D6 Slashing | 6 lb | Versatile (1D8), Special |
| Maul | 10 gp | 2D6 Bludgeoning | 10 lb | Heavy, Two-Handed |
| Morningstar | 15 gp | 1D8 Piercing | 4 lb | - |
| Nunchaku | 20 gp | 1D6 Bludgeoning | 2 lb | Finesse, Light, Reach |
| Pike | 5 gp | 1D10 Piercing | 18 lb | Heavy, Reach, Two-Handed |
| Rapier | 25 gp | 1D8 Piercing | 2 lb | Finesse |
| Sai | 4 gp | 1D6 Slashing | 1 lb | Finesse, Light |
| Scimitar | 25 gp | 1D6 Slashing | 3 lb | Finesse, Light |
| Scythe | 5 gp | 1D10 Slashing | 6 lb | Heavy, Two-Handed, Reach |
| Shortsword | 10 gp | 1D6 Piercing | 2 lb | Finesse, Light |
| Tessen (Iron Fan) | 25 gp | 1D6 Bludgeoning | 2 lb | Finesse, Light |
| Throwing Axe | 10 gp | 1D6 Slashing | 1 lb | Light, Thrown (20/80), thrown damage 1D8 Slashing |
| Throwing Dagger | 4 gp | 1D4 Slashing | 1 lb | Finesse, Light, Thrown (range 30/90), thrown damage 1D6 Piercing |
| Tonfa | 8 gp | 1D6 Bludgeoning | 2 lb | Finesse |
| Trident | 5 gp | 1D6 Piercing | 4 lb | Thrown (20/60), Versatile (1D8) |
| Twinblade | 25 gp | 1D6 Slashing | 4 lb | Finesse, Versatile (1D8) |
| War pick | 5 gp | 1D8 Piercing | 2 lb | - |
| Warhammer | 15 gp | 1D8 Bludgeoning | 2 lb | Versatile (1D8) |
| Whip | 2 gp | 1D4 Slashing | 3 lb | Finesse, Reach |
| Martial Ranged Weapons | ||||
| Atlatl | 20 gp | 1D8 Piercing | 2 lb | Ammunition, (Range 20/150), Loading |
| Blowgun | 10 gp | 1 Piercing | 1 lb | Ammunition (Range 25/100), Loading |
| Boomerang | 5 GP | 1D6 Bludgeoning | 1 lb | Range (20, 80), Special |
| Chakram | 20 gp | 1D8 Slashing | 2 lb | Range (50/150), Special |
| Crossbow, hand | 75 gp | 1D6 Piercing | 3 lb | Ammunition (Range 30/120), Light, Loading |
| Crossbow, heavy | 50 gp | 1D10 Piercing | 18 lb | Ammunition (Range 100/400), Heavy, Loading, Two-Handed |
| Longbow | 50 gp | 1D8 Piercing | 2 lb | Ammunition (Range 150/600), Heavy, Two-Handed |
| Meteor Hammer | 25 gp | 1D8 Bludgeoning | 2 lb | Special, Range (10-25) |
| Net | 1 gp | - | 3 lb | Special, Thrown (Range 5/15) |
| Rope Dart | 25 gp | 1D8 Piercing | 2 lb | Special, Range (10-25) |
| Shuriken | 2 gp | 1D6 Slashing | 1 lb | Range (30/90) |
| Musket (Optional) | 500 gp | 1D12 Piercing | 10 lb | Ammunition (Range 40/120), Loading, Two-Handed |
| Pistol (Optional) | 250 gp | 1D10 Piercing | 3 lb | Ammunition (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
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Light Armor : Offers good mobility but minimal protection. Includes padded, laminated wood, leather, lacquered, and studded leather.
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Medium Armor : Offers moderate protection and mobility. Includes hide, chain shirt, scale mail, banded, and breastplate.
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Heavy Armor : Offers maximum protection but severely hinders movement. Includes ringmail, chainmail, splint, and plate.
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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).
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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.
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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.
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Armor Weight : Heavy armor is significantly heavier than light or medium armor, which can affect your movement speed and other abilities.
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Stealth : Some armor types (like heavy armor) impose disadvantage on DEX (Stealth) checks.
Additional Considerations
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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.
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Custom Armor : You can create custom armor by combining different materials or adding modifications.
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Light Armor | |||||
| Padded | 5 gp | 11 + DEX Modifier | — | Disadvantage | 8 lb. |
| Laminated Wood | 10 gp | 11 + DEX Modifier | — | 10 lb. | |
| Leather | 10 gp | 11 + DEX Modifier | — | 10 lb. | |
| Lacquered | 30 gp | 12 + DEX Modifier | — | —- | 15 lb. |
| Studded leather | 45 gp | 13 + DEX Modifier | — | 13 lb. | |
| Medium Armor | |||||
| Hide | 10 gp | 12 + DEX Modifier (Max 2) | — | 12 lb. | |
| Chain shirt | 50 gp | 13 + DEX Modifier (Max 2) | — | 20 lb. | |
| Scale mail | 50 gp | 14 + DEX Modifier (Max 2) | — | Disadvantage | 45 lb. |
| Breastplate | 400 gp | 14 + DEX Modifier (Max 2) | — | 20 lb. | |
| Banded | 550 gp | 15 + DEX Modifier (Max 2) | — | Disadvantage | 35 lb. |
| Half plate | 750 gp | 15 + DEX Modifier (Max 2) | — | Disadvantage | 40 lb. |
| Heavy Armor | |||||
| Ring mail | 30 gp | 14 | — | Disadvantage | 40 lb. |
| Chain mail | 75 gp | 16 | STR 13 | Disadvantage | 55 lb. |
| Splint | 200 gp | 17 | STR 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | STR 15 | Disadvantage | 65 lb. |
| Shield | |||||
| Round | 10 gp | +2 | — | 6 lb. | |
| Buckler | 50 gp | +2, has the Thrown weapon property 10/30 ft dealing 1D4 Bludgeoning damage | — | 3 lb. | |
| Aspis | 200 gp | +2, or Plus 3 AC and plus one to hit if used with a Lance while mounted | STR 13 | — | 10 lb. |
| Kite | 200 gp | +3 | STR 13 | Disadvantage | 16 lb. |
| Tower | 300 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 15 | Disadvantage | 30 lb. |
| Great | 750 gp | +4, Two-Handed | STR 17 | Disadvantage | 100 lb. |
| Heater | 125 gp | +2, Throw weapon property 10/20 ft dealing 1D6 Bludgeoning damage | STR 13 | — | 12 lb. |
| Parise | 175 gp | +2, can be propped up using a special extendable tripod that can be deployed as an action to provide Half Cover. | — | 10 lb. | |
| Spiked | 225 gp | +2, creatures that make melee attacks that are dealt by appendages such as claws or an Unarmed Strike take 1D4 Piercing damage. | STR 13 | Disadvantage | 25 lb. |
| Thrusting | 300 gp | +2, a -3 Martial Weapon that deals 1D6 Slashing damage. | STR 15 | Disadvantage | 30 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 | |
|---|---|
| Club | Dazing 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. |
| Dagger | Concealable Property: You can perfectly conceal daggers up to your DEX modifier (Minimum 2) on your person. |
| Greatclub | Dazing 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. |
| Handaxe | Lacerating 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. |
| Javelin | Throwing Expert: Ranged attacks with Javelins have +2 to hit. |
| Light Hammer | Stagger 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. |
| Mace | Vicious 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. |
| Quarterstaff | Sweeping 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. |
| Sickle | Embed: On a successful attack you can leave the Sickle embedded, the target has Disadvantage on attacks until they use an action to remove it. |
| Spear | Rush 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 Club | Brutal Critical: On a successful critical hit, the damage die is increased to a D6. |
| Simple Ranged | |
|---|---|
| Light Crossbow | |
| Dart | Successive 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. |
| Shortbow | Piercing 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. |
| Sling | Reeling 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 | |
|---|---|
| Armblade | Quick Extension: You can extend and withdraw the armblade as a free action. |
| Battleaxe | Lacerating 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 Fists | Bludgeoning Fists: You deal an additional 1D4 Bludgeoning damage on a hit |
| Cat’O’Nine | Raking Critical: On a critical hit you deal an additional 3D6 damage. |
| Claws | SlashingCritical: On a critical hit you deal an additional 1D6 Slashing damage. |
| Flail | Unpredictable Flailing: On a miss the target still takes Bludgeoning damage equal to your STR modifier (Minimum 1). |
| Flamberge | Break 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. |
| Glaive | Deadly 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 |
| Greataxe | Lacerating 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. |
| Greatsword | Slow Parry Reaction: You can use your reaction to add + 1 AC. |
| Halberd | Hooking 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. |
| Katana | Fast Parry Reaction: You can use your reaction to add +3 AC. |
| Katar | Heavy Thrusts: The hit die of the weapon becomes 1D8. |
| Khopesh | Hooking 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. |
| Lance | When mounted and if you moved more than 10 ft your turn a Lance deals an additional 1D8 Piercing damage |
| Longsword | Parry Reaction: You can use your action to add + 2 AC. |
| Macuahuitl | Bleeding Wounds: Targets you hit take an additional 1D4 Slashing damage at the start of their next turn (This damage does stack with multiple attacks). |
| Maul | Flatten 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. |
| Morningstar | Crushing 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. |
| Nunchaku | Whirling 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. |
| Pike | Face 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. |
| Rapier | Made for Dueling: The Rapier is treated as a +2 weapon in single combat in addition to any other modifiers. |
| Sai | Protective: You have +1 AC when wielding two Sai. |
| Scimitar | Spinning 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. |
| Scythe | Devastating Critical: On a critical hit you deal an additional 1D10 Slashing damage. |
| Shortsword | Parry Reaction: You can use your reaction to add +1 AC for each Shortsword you are holding. |
| Tanfa | Guarded 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 Axe | Improved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown. |
| Throwing Dagger | Improved Ranged Critical: You have an increased critical hit range of one (19-20) when thrown. |
| Trident | Barbed Critical: On a critical hit you deal 1D6 additional damage. Pin Down: You may attempt to Grapple the target on a successful melee attack. |
| Twinblade | Whirlling 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 Pick | Maiming 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. |
| Warhammer | Stagger 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. |
| Whip | Wrap 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 | |
|---|---|
| Atlatl | Debilitating Spear: The projectile thrown sticks in, decreasing the target’s speed by 10 ft until it is removed as a bonus action. |
| Blowgun | Perfect Carrier: Poison delivered via Blowdart is injected into the bloodstream, you roll Poison damage dealt this way with advantage. |
| Boomerang | Dazing Hit: Creatures hit with Boomerang must make a CON saving throw DC 15 or have disadvantage on the first attack on their turn. |
| Chakram | Lacerating: creatures hit with a Chakram take 1d6 slashing damage at the start of their next turn. |
| Hand Crossbow | Quickdraw: 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 Crossbow | Overwhelming 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. |
| Longbow | Piercing 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 Hammer | Debilitating 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. |
| Net | When 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. |
| Shuriken | Improved 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 Dart | Keep 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 | |
|---|---|
| Padded | Silent Armor: You have advantage on Stealth checks. |
| Laminated Wood | Flexible Armor: Reduces fall damage by your DEX modifier (Minimum 1). |
| Leather | Nimble Armor: +1 bonus to DEX saving throws. |
| Lacquered Armor | Versatile Armor: Provides + 1 AC if both your STR and DEX Scores are 12 or Higher. |
| Studded Leather | Concealable Property: DC 10 + DEX modifier (Minimum 1) + Proficiency Bonus to detect wearing if disguised. |
| Medium | |
|---|---|
| Hide | Quiet and Warm Armor: +1 Bonus to Stealth checks, Reduces Cold damage by 2. |
| Chain Shirt | Low Specific Damage Negation: Reduces Piercing and Slashing damage by 1. |
| Scale Mail | Nimble Armor: +1 bonus to DEX saving throws. |
| Breastplate | Vital Protection: Reduces damage from critical hits by 4. |
| Banded Armor | Versatile Armor: Provides +1 AC if both your STR and DEX Scores are 13 or Higher. |
| Half Plate | Low Damage Negation: Reduces all non magical damage by 1. |
| Heavy | |
|---|---|
| Ring Mail | Low Specific Damage Negation: Reduces Piercing and Slashing damage by 1. |
| Chain Mail | High Specific Damage Negation: Reduces Piercing and Slashing damage by 2. |
| Splint | Versatile Armor: Provides + 1 AC if both your STR and DEX Scores are 14 or Higher. |
| Plate | High 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 |
|---|---|---|---|
| Acid | As 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 gp | 1 lb |
| Alchemist's Fire | This 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 gp | 1 lb |
| Ammunition | Arrows (20) Bolts (20) Bullets (Firearm) (10) Bullets (Sling) (20) Needles (50) | 1 gp 1 gp 3 gp 4 cp 1 gp | 1 lb 1.5 lb 2 lb 1.5 lb 1 lb |
| Antitoxin | A 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 gp | 1 lb |
| Arcane Focus | Crystal Orb Rod Staff (Also a Quarterstaff) Wand | 10 gp 20 gp 10 gp 5 gp 10 gp | 1 lb 3 lb 2 lb 4 lb 1lb |
| Backpack | Holds up to 30 lbs within 1 cubic foot. It can also serve as a saddlebag | 2 gp | |
| Ball Bearings | As 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 Bearings | 1 gp | 1 lb |
| Barrel | A barrel holds up to 40 gallons of liquid or up to 4 cubic ft of dried goods | 2 gp | 40 lb |
| Basket | A basket holds up to 40 lbs within 2 cubic ft | 4 sp | 2 lb |
| Bedroll | A bedroll sleeps one Small or Medium sized creature. While in a bedroll, you automatically succeed saving throws against extreme cold. | 1 gp | 7 lb |
| Bell | When rungs as a Utilize action, a bell produces a sound that can be heard up to 60 ft away | 1 gp | – |
| Blanket | While wrapped in a blanket, you have advantage on saving throws against extreme cold | 5 sp | 3 lb |
| Block and Tackle | Allows you to lift up to 4x the weight you can normally lift | 1 gp | 5 lb |
| Book | A 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 topic | Varies 25 gp | Varies 5 lb |
| Bottle, Glass | Holds up to 1.5 pints | 2 gp | 2 lb |
| Bucket | A bucket holds up to half a cubic ft | 5 cp | 2 lb |
| Burglar’s Pack | Contains the following items: backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 Flasks of Oil, 5 Days of Rations, Rope, Tinderbox, and Waterskin | 16 gp | 42 lb |
| Caltrops | As 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 gp | 1 lb |
| Candle | Provides Bright Light for 5 ft and Dim Light for an additional 5 ft for one hour | 1 cp | – |
| Case (Crossbow) | Can hold up to 20 crossbow bolts | 1 gp | 1 lb |
| Case (Map or Scroll) | Can hold up to 10 sheets of paper or 5 sheets of parchment | 1 gp | 1 lb |
| Chain | As 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 action | 10 gp | 10 lb |
| Chest | Hold up to 12 cubit ft of contents. | 5 gp | 25 lb |
| Climber's Kit | A 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 action | 25 gp | 25 lb |
| Clothes, Fine | Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations only admit people wearing these clothes. | 15 gp | 6 lb |
| Clothes, Traveler’s | Traveler’s Clothes are resilient garments designed for travel in various circumstances. | 2 gp | 4 lb |
| Component Pouch | It is watertight and filled with compartments that hold all the free Material components of your spells. | 25 gp | 1 lb |
| Costume | While wearing a costume, you have advantage on any ability check you make to impersonate the person or type of person it represents. | 5 gp | 4 lb |
| Crowbar | Using a Crowbar gives you advantage on STR checks where the Crowbar’s leverage can be applied. | 2 gp | 5 lb |
| Diplomat’s Pack | Contains 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 gp | 39 lb |
| Druidic Focus | Sprig of Mistletoe Wooden Staff (Also a Quarterstaff) Yew Wand | 1 gp 5 gp 10 gp | – 4 lb 1 lb |
| Dungeoneer’s Pack | Contains the following items: Backpack, Caltrops, Crowbar, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin | 12 gp | 55 lb |
| Entertainer’s Pack | Contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 Flasks of Oil, 9 Days of Rations, Tinderbox, and Waterskin | 40 gp | 58.5 lb |
| Explorer’s Pack | Contains the following items: Backpack, Bedroll, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin | 10 gp | 55 lb |
| Flask | Holds up to 1 pint | 2 cp | 1 lb |
| Fishing Tackle | This 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 gp | 4 lb |
| Grappling Hook | As 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 gp | 4 lb |
| Healer's Kit | This 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 gp | 3 lb |
| Holy Symbol | A 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 gp | 1 lb – 2 lb |
| Holy Water | As 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 gp | 1 lb |
| Hunting Trap | When 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 gp | 25 lb |
| Ink | Ink comes in a 1-oz bottle, which provides enough ink to write about 500 pages. | 10 gp | – |
| Ink Pen | Using Ink, an Ink Pen is used to write or draw. | 2 cp | – |
| Jug | A Jug holds up to 1 gallon | 2 cp | 4 lb |
| Ladder | A Ladder is 10 ft tall, you must climb to move up or down it. | 1 sp | 25 lb |
| Lamp | A Lamp burns Oil as fuel to cast Bright Light in a 15 ft radius and Dim Light for an additional 30 ft. | 5 sp | 1 lb |
| Lantern, Bullseye | A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60 ft Cone and Dim light for an additional 60 ft. | 10 gp | 2 lb |
| Lantern, Hooded | A 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 gp | 2 lb |
| Lock | A 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 gp | 1 lb |
| Magnifying Glass | A 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 | – |
| Manacles | As 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 gp | 6 lb |
| Map | If 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 | – |
| Mirror | A handheld steel Mirror for personal cosmetics, also good for peaking around corners and reflecting light as a signal. | 5 gp | .5 lb |
| Mess Kit | This 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 sp | 1 lb |
| Oil | You 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 sp | 1 lb |
| Paper | One sheet of paper can hold about 250 handwritten words. | 2 sp | – |
| Parchment | One sheet of parchment can hold about 250 handwritten words. | 1 sp | – |
| Perfume | Perfume 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, Basic | As 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 | – |
| Pole | A 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 cp | 7 lb |
| Pot, Iron | An Iron Pot holds 1 gallon | 2 gp | 10 lb |
| Potion of Healing | This 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 |
| Pouch | Holds up to 6 lbs within 1/5th of a square foot | 5 sp | 1 lb |
| Priest’s Pack | Contains the following items: Backpack, Blanket, Holy Water, Lampo, 7 Days of Rations, Robe, and Tinderbox. | 33 gp | 29 lb |
| Quiver | Holds up to 20 arrows. | 1 gp | 1 lb |
| Ram, Portable | You 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 gp | 35 lb |
| Rations | Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. | 5 sp | 2 lb |
| Robe | A Robe has a vocational or ceremonial influence. Some events and locations only admit pooping wearing a Robe bearing certain colors or symbols. | 1 gp | 4 lb |
| Rope | As 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 gp | 5 lb |
| Sack | Holds up to 30 lbs within 1 square foot | 1 cp | .5 lb |
| Scale | A 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 gp | 3 lb |
| Scholar’s Pack | Contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 Flasks of Oil, 10 Sheets of Parchment, and Tinderbox. | 40 gp | 22 lb |
| Shovel | Working 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 gp | 5 lb |
| Signal Whistle | When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 ft away. | 5 cp | – |
| Spellbook | Essential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. | Varies 50 gp | Varies 3 lb |
| Spikes, Iron | Iron 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 gp | 5 lb |
| Spyglass | Objects viewed through a Spyglass are magnified to twice their size. | 1,000 gp | 1 lb |
| String | A String is 10 ft long. You can tie it into a knot as a Utilize action. | 1 sp | – |
| Tent | A Tent can sleep up to 2 Small or Medium sized creatures. | 2 gp | 20 lb |
| Tinderbox | A 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 sp | 1 lb |
| Torch | A 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 cp | 1 lb |
| Vial | A Vial holds up to 4-oz | 1 gp | – |
| Waterskin | A Waterskin holds up to 4 pints. | 2 sp | 5 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.
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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.
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Utilize : Indicates several options and DC for ability checks you make when you take the Utilize action.
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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 |
|---|---|
| Cost | 50 gp |
| Weight | 8 lb |
| Alchemy | Grants you a 1D6 bonus on Arcana checks to determine the properties of potions. |
| Chemistry | Grants you a 1D6 bonus on Investigation checks to gain insight on any chemicals or substances used in a given area. |
| Utilize | Create 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) |
| Crafting | Acid, 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 |
|---|---|
| Cost | 20 gp |
| Weight | 9 lb |
| Drunk History | Grants you a 1D6 bonus to History checks that involve alcohol as a significant element |
| Hangovers and Anesthetics | Grants 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 Drink | Grants you a 1D6 bonus to Persuasion checks to those you offer one of your drinks |
| Potable Water | You 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 |
| Utilize | Identify alcohol (DC 10) Detect poison or impurities within a drink (DC 15) Ignore the effects of alcohol (DC 20) |
| Crafting | Antitoxin, Alcoholic Drinks or Spirits (Time varies) |
Calligrapher’s Supplies
Ink, a dozen sheets of paper, 3 Ink Pens, 3 Calligraphy Quills
| Ability | DEX |
|---|---|
| Cost | 10 gp |
| Weight | 5 lb |
| Author’s Mark | Grants you a 1D6 bonus to History checks to determine the author of a document |
| Ancient Writings | Grants you a 1D6 bonus to Investigation checks to gain insight on ancient writings, scrolls, runes, or other texts |
| Dating Writings | Grants you a 1D6 bonus to History checks to determine the age of a written document |
| Utilize | Identify 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) |
| Crafting | Calligraphy Quills, Ink, Spell Scroll |
Carpenter’s Tools
Saw, Hammer, Nails, Hatchet, Square, Ruler, Adze, Plane, and Chisel.
| Ability | STR |
|---|---|
| Cost | 8 gp |
| Weight | 6 lb |
| Timbers Tell | Grants you a 1D6 bonus to History checks to identify the use and origin of wooden buildings and large wooden structures |
| Inspector | Grants you a 1D6 bonus to Investigation checks to discover concealed areas within wooden structures |
| Wood Speaks | Grants you a 1D6 bonus to Stealth in wooden structures as you can quickly identify suspect boards and avoid unwanted noise |
| Fortify | Within 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 Shelter | As 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. |
| Utilize | Build 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) |
| Crafting | Club, 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 |
|---|---|
| Cost | 15 gp |
| Weight | 6 lb |
| Arcana, History, and Religion | Grants 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 in | Grants you a 1D6 bonus to Nature checks from being familiar with the terrain |
| Navigator | Grants 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 Maps | Grants you a 1D12 bonus to Investigation checks in examining maps in determining if the map includes hidden messages or similar facts |
| Mapping on the Go | You are so familiar with making maps that you can draw a map as you go in addition to other activities while traveling |
| Utilize | Determine 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) |
| Crafting | Map |
Cobbler’s Tools
Hammer, Awl. Knife, Shoe Stand, Cutter, Spare Leather, and Thread.
| Ability | DEX |
|---|---|
| Cost | 5 gp |
| Weight | 5 lb |
| Theory and Magic | Grants you a 1D6 bonus to Arcana and History checks to identify magical properties of enchanted footwear or their history |
| Soles and Wear | Grants 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 Shoes | During 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 Compartment | With 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. |
| Utilize | Modify 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) |
| Crafting | Climber’s Kit |
Cook’s Utensils
Metal Pot, Knives, Forks, Stirring Spoon, and Ladle.
| Ability | WIS |
|---|---|
| Cost | 1 gp |
| Weight | 8 lb |
| Culinary Trends | Grants you a 1D6 bonus to History checks to determine social patterns involved with food or eating habits |
| Palatable Medicine | Grants 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 Meals | Grants 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 Meals | During 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. |
| Utilize | Improve 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) |
| Crafting | Rations |
Glassblower’s Tools
Blowpipe, Small Marver, Blocks, Tweezers, Leather Gloves. You need a source of heat to work glass.
| Ability | INT |
|---|---|
| Cost | 30 gp |
| Weight | 5 lb |
| Keen Observation | Grants 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 Fracture | Grants you a 1D6 bonus to Investigation checks if the clues include broken glass or glass objects |
| Identify Weakness | With 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 |
| Utilize | Identify the source of glass (DC 10) Determine what a glass object once held within the last 24 hours (DC 20) |
| Crafting | Glass Bottle, Magnifying Glass, Spyglass, Vial |
Jeweler’s Tools
Small Saw, Hammer, Files, Pliers, and Tweezers.
| Ability | INT |
|---|---|
| Cost | 25 gp |
| Weight | 2 lb |
| Magical Gems | Grants you a 1D6 bonus to Arcana checks to obtain knowledge about magical items that have gems as a component |
| Keen Eyes | Grants you a 1D6 bonus to Investigation checks in picking out clues a gem may hold |
| Utilize | Discern a gem’s value (DC 15) Modify a gem’s appearance (DC 15) Determine a gem’s history (DC 20) |
| Crafting | Arcane Focus, Holy Symbol |
Leatherworker’s Tools
Knife, Small Mallet, Edger, Hole Punch, Thread, and Leather Scraps.
| Ability | DEX |
|---|---|
| Cost | 5 gp |
| Weight | 5 lb |
| Enchanted Leather | Grants you a 1D12 bonus to Arcana checks to determine the properties of magical items made with leather |
| Knowledge of Wear | Grants you a 1D6 bonus to Investigation checks to gain clues or knowledge when studying leather or leather goods |
| Identify Hides | When 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 |
| Utilize | Change the appearance of a leather item (DC 10) Determine the history of a leather item (DC 20) |
| Crafting | Sling, 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 |
|---|---|
| Cost | 10 gp |
| Weight | 8 lb |
| Stone Lore | You 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 Dust | You have a 1D6 bonus to Investigation checks within stone buildings |
| Patterns in Construction | You have a 1D6 bonus to Perception checks to spot irregularities in stone structures to spot potential traps and secret passages |
| Utilize | Chisel a small hole in a stone wall (DC 10) Find a weak point in a stone wall (DC 15) |
| Crafting | Block and Tackle |
Painter’s Supplies
Easel, Canvas, Paints, Brushes, Charcoal Sticks, and a Palette.
| Ability | WIS |
|---|---|
| Cost | 10 gp |
| Weight | 5 lb |
| Art Lore | Grants 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 |
| Inspector | Grants 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 Drawing | As 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. |
| Utilize | Paint a recognizable image or something you’ve seen (DC 10) Create a painting with a hidden message (DC 20) |
| Crafting | Druidic Focus, Holy Symbol, Paint, Brushes |
Potter’s Tools
Potter’s Needs, Ribs, Scrapers, Knife, and Callipers.
| Ability | INT |
|---|---|
| Cost | 10 gp |
| Weight | 3 lb |
| Ceramic History | Grants you a 1D12 bonus to History checks in identifying ceramic objects, including when they were created and their likely place or culture of origin |
| Inspector | Grants you a 1D6 bonus to Investigation and Perception checks when inspecting ceramics. |
| Reconstruction | By examining pottery shards you can determine the object’s original, intact form and its likely purpose. |
| Utilize | Discern 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) |
| Crafting | Jug, Lamp |
Smith’s Tools
Hammer, Tongs, Charcoal, Rags, a Whetstone.
| Ability | STR |
|---|---|
| Cost | 20 gp |
| Weight | 8 lb |
| Analyse Metal | Grants 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 Eye | Grants you a 1D6 bonus to Investigation checks to make deductions involving armor, weapons, and other metalwork |
| Repair | With 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 |
| Utilize | Sharpen 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) |
| Crafting | Any 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 |
|---|---|
| Cost | 50 gp |
| Weight | 10 lb |
| Scraps Tell | You can determine the age and origin of objects as long as you have scraps of the original |
| Determine Damage | When you inspect a damaged object you gain insight on when and how it was damaged |
| Repair | You 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 |
| Utilize | Temporarily 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) |
| Crafting | Musket, 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 |
|---|---|
| Cost | 1 gp |
| Weight | 5 lb |
| Cloth Expert | Grants you a 1D12 bonus to Arcana and History checks when examining cloth objects including cloaks and robes |
| Clothing Knowledge | Grants 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 |
| Repair | As part of a short rest, you can repair a single damaged cloth object |
| Utilize | Mend a tear in clothing (DC 10) Repurpose Cloth (DC 10) Sew a Tiny design (DC 10) Tailor an Outfit (DC 15) |
| Crafting | Padded 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 |
|---|---|
| Cost | 1 gp |
| Weight | 5 lb |
| Examine Wood | Grants you a 1D12 bonus to Arcana and History checks in gaining insight when examining wooden objects |
| Lumber Expert | Grants you a 1D12 bonus to Nature checks to identify trees |
| Repair | As a part of a short rest, you can repair a single damaged wooden object |
| Craft Arrows or Bolts | As 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 |
| Utilize | Craft a small wooden figurine (DC 10) Carve an intricate pattern in wood (DC 15) |
| Crafting | Club, 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 |
|---|---|
| Cost | Dice- 1 sp Dragonchess- 1 gp Playing Cards- 5 sp Three Dragon Ante- 1 gp |
| Weight | Dice- N/A Dragonchess-.5 lb Playing Cards- N/A Three Dragon Ante- N/A |
| People Reader | Grants 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 |
| Distraction | Grants you a 1D6 bonus to Sleight of Hand checks to cheat at the game or distract the opponent for a pick-pocketing attempt |
| Gaming Knowledge | You 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 |
| Utilize | Catch 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 |
|---|---|
| Cost | Bagpipes- 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 |
| Weight | Bagpipes- 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 Lore | Grants you a 1D12 bonus on History checks related to your instrument |
| Music and a Show | Grants you a 1D6 bonus on Performance checks that incorporate your instrument |
| Compose a Tune | During 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. |
| Utilize | Create 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) |
| Crafting | Acid, Alchemist’s Fire, Component Pouch, Oil, Paper, Perfume, Soap |
Disguise Kit
Cosmetics, Hair Dye, Small Props, and Small Pieces of Clothing.
| Ability | CHA |
|---|---|
| Cost | 25 gp |
| Weight | 3 lb |
| Roleplay | Grants you a 1D6 bonus on Deception checks that incorporate your disguise |
| Fearsome | Grants 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 Makeup | Grants you a 1D6 bonus to Performance checks to use your makeup skills |
| Trust | Grants you a 1D6 bonus to Persuasion checks when you use your skills to imitate an authority figure |
| Create Disguise | As 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. |
| Utilize | Cover 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) |
| Crafting | Costume |
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 |
|---|---|
| Cost | 15 gp |
| Weight | 5 lb |
| Spot Forgery | Grants you a 1D6 bonus on Arcana checks to determine if a magical item is real or fake |
| Forge Documents | Grants you a 1D6 bonus on Deception checks that use things such as forged documents to give credence to a lie |
| Historical Documents | Grants you a 1D6 bonus to forging historical documents or History checks to determine if an old document is fake |
| Keen Inspection | Grants you a 1D6 bonus to Investigation checks when examining objects to determine how they were made and if they are authentic |
| Other Tools | If 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 Fake | As 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 |
| Utilize | Mimic 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 |
|---|---|
| Cost | 5 gp |
| Weight | 3 lb |
| Herbalism | Grants you a 1D6 bonus on Arcana checks to identify plants or poisons |
| Pick Out Details | Grants you a 1D6 bonus on Investigation checks in overgrown areas |
| Herbal Medicine | Grants 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 |
| Foraging | Grants you a 1D6 bonus to Nature and Survival checks to find and identify plants |
| Identify Plants | You can identify most common and even most rare plants |
| Utilize | Identify a plant (DC 10) Find a specific plant (DC 15) Identify poison (DC 20) |
| Crafting | Antidote, Candle, Healer’s Kit, Potion of Healing (Basic) |
Poisoner’s Kit
Glass Vials, Mortar and Pestle, Chemicals, and Glass Stirring Rod.
| Ability | INT |
|---|---|
| Cost | 50 gp |
| Weight | 2 lb |
| Know the Past | Grants you a 1D6 bonus on History checks to recall famous uses of poison and famous deaths by poisoning |
| Safety and Inspection | Grants you a 1D6 bonus on Investigation and Perception checks to safely handle poisons and inspecting poisoned objects and extracting clues |
| Taste of Your Own Poison | Grants you a 1D6 bonus to Medicine checks with poisonings as you know how poison effects the body |
| Flora and Fauna | Grants you a 1D6 bonus to Nature and Survival checks to find and identify poisonous plants and animals |
| Handle Poison | Your training and equipment allow you to handle and apply poison with no risk of exposing it to yourself |
| Utilize | Detect a poisoned object (DC 10) Determine the effects of a poison (DC 20) |
| Crafting | Basic 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 |
|---|---|
| Cost | 25 gp |
| Weight | 1 lb |
| Trap Knowledge | Grants you a 1D6 bonus on History checks when answering questions about locations known for their traps |
| Keen Eye | Grants you 1D6 bonus on Investigation and Perception checks to spot traps |
| Set a Trap | You 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. |
| Utilize | Pick 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 |
|---|---|
| Artifact | The importance of some physical object that must be obtained, protected, or destroyed at all costs |
| Beast | Great Rage or passion; something bestial or malevolent hiding in plain sight or lurking just below the surface |
| Broken One | Defeat, failure, and despair; the loss of something or someone important, without which one feels incomplete |
| Darklord | A single, powerful individual of an evil nature, one whose goals have enormous and far-reaching consequences |
| Donjon | Isolation and imprisonment; being so conservative in thinking as to be a prisoner of one's own beliefs |
| Ghost | The looming past; the return of an old enemy or the discovery of a secret buried long ago |
| Executioner | The imminent death of one rightly or wrongly convicted of a crime; false accusations and unjust prosecution |
| Horseman | Death; disaster in the form of the loss of wealth or property, a horrible defeat, or the end of a bloodline |
| Innocent | A being of great importance whose life is in danger (who might be helpless or simply unaware of the peril) |
| Marionette | The presence of a spy or a minion of some greater power; an encounter with a puppet or an underling |
| Mists | Something unexpected or mysterious that can't be avoided; a great quest or journey that will try one's spirit |
| Raven | A hidden source of information; a fortunate turn of events; a secret potential for good |
| Seer | Inspiration and keen intellect; a future event, the outcome of which will hinge on a clever mind |
| Tempter | One 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 swords | Warrior | STR and force personified; violence; those who use force to accomplish their goals |
| One of swords | Avenger | Justice and revenge for great wrongs; those on a quest to rid the world of great evil |
| Two of swords | Paladin | Just and noble warriors; those who live by a code of honor and integrity |
| Three of swords | Soldier | War and sacrifice; the stamina to endure great hardship |
| Four of swords | Mercenary | Inner STR and fortitude; those who fight for power or wealth |
| Five of swords | Myrmidon | Great heroes; a sudden reversal of fate; the triumph of the underdog over a mighty enemy |
| Six of swords | Berserker | The brutal and barbaric side of warfare; bloodlust; those with a bestial nature |
| Seven of swords | Hooded One | Bigotry, intolerance, and xenophobia; a mysterious presence or newcomer |
| Eight of swords | Dictator | All that is wrong with government and leadership; those who rule through fear and violence |
| Nine of swords | Torturer | The 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 stars | Wizard | Mystery and riddles; the unknown; those who crave magical power and great knowledge |
| One of stars | Transmuter | A new discovery; the coming of unexpected things; unforeseen consequences and chaos |
| Two of stars | Diviner | The pursuit of knowledge tempered by WIS; truth and honesty; sages and prophecy |
| Three of stars | Enchanter | Inner turmoil that comes from confusion, fear of failure, or false information |
| Four of stars | Abjurer | Those guided by logic and reasoning; warns of an overlooked clue or piece of information |
| Five of stars | Elementalist | The triumph of nature over civilization; natural disasters and bountiful harvests |
| Six of stars | Evoker | Magical or supernatural power that can't be controlled; magic for destructive ends |
| Seven of stars | Illusionist | Lies and deceit; grand conspiracies; secret societies; the presence of a dupe or a saboteur |
| Eight of stars | Necromancer | Unnatural events and unhealthy obsessions; those who follow a destructive path |
| Nine of stars | Conjurer | The 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 coins | Rogue | Anyone for whom money is important; those who believe money is the key to their success |
| One of coins | Swashbuckler | Those who like money yet give it up freely; likable rogues and rapscallions |
| Two of coins | Philanthropist | Charity and giving on a grand scale; those who use wealth to fight evil and sickness |
| Three of coins | Trader | Commerce; smuggling and black markets; fair and equitable trades |
| Four of coins | Merchant | A rare commodity or business opportunity; deceitful or dangerous business transactions |
| Five of coins | Guild Member | Like-minded individuals joined together in a common goal; pride in one's work |
| Six of coins | Beggar | Sudden change in economic status or fortune |
| Seven of coins | Thief | Those who steal or burgle; a loss of property, beauty, innocence, friendship, or reputation |
| Eight of coins | Tax Collector | Corruption; honesty in an otherwise corrupt government or organization |
| Nine of coins | Miser | Hoarded 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 glyphs | Priest | Enlightenment; those who follow a deity, a system of values, or a higher purpose |
| One of glyphs | Monk | Serenity; inner STR and self-reliance; supreme confidence bereft of arrogance |
| Two of glyphs | Missionary | Those who spread WIS and faith to others; warnings of the spread of fear and ignorance |
| Three of glyphs | Healer | Healing; a contagious illness, disease, or curse; those who practice the healing arts |
| Four of glyphs | Shepherd | Those who protect others; one who bears a burden far too great to be shouldered alone |
| Five of glyphs | Druid | The ambivalence and cruelty of nature and those who feel drawn to it; inner turmoil |
| Six of glyphs | Anarchist | A fundamental change brought on by one whose beliefs are being put to the test |
| Seven of glyphs | Charlatan | Liars; those who profess to believe one thing but actually believe another |
| Eight of glyphs | Bishop | Strict adherence to a code or a belief; those who plot, plan, and scheme |
| Nine of glyphs | Traitor | Betrayal 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 Inspections | Grants you a 1D6 bonus to Investigation and Perception checks to find clues and hidden information on vehicles |
| Vehicle Handling | While piloting a vehicle you add your Proficiency Bonus to the vehicle’s AC and saving throws |
| Activities | Navigate 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 |
|---|---|---|---|
| Camel | 50 gp | 50 ft. | 480 lb. |
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
| Mastiff | 25 gp | 40 ft. | 195 lb. |
| Pony | 30 gp | 40 ft. | 225 lb. |
| Warhorse | 400 gp | 60 ft. | 540 lb. |
Tack, Harness, and Drawn Vehicles
| Item | Cost | Weight |
|---|---|---|
| Barding | x4 | x2 |
| Bit and bridle | 2 gp | 1 lb. |
| Carriage | 100 gp | 600 lb. |
| Cart | 15 gp | 200 lb. |
| Chariot | 250 gp | 100 lb. |
| Feed (per day) | 5 cp | 10 lb. |
| Saddle Exotic Military Riding | 60 gp 20 gp 10 gp | 40 lb 30 lb 25 lb |
| Pack | 5 gp | 15 lb. |
| Saddlebags | 4 gp | 8 lb. |
| Sled | 20 gp | 300 lb. |
| Stabling (per day) | 5 sp | — |
| Wagon | 35 gp | 400 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 |
|---|---|---|---|---|---|---|---|---|
| Airship | 40,000 gp | 8 mph | 10 | 20 | 1 | 13 | 300 | – |
| Galley | 30,000 gp | 4 mph | 80 | – | 150 | 15 | 500 | 20 |
| Keelboat | 3,000 gp | 1 mph | 1 | 6 | .5 | 15 | 100 | 10 |
| Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 |
| Rowboat | 50 gp | 1.5 mph | 1 | 3 | – | 11 | 50 | – |
| Sailing ship | 10,000 gp | 2 mph | 20 | 100 | 15 | 300 | 15 | |
| Warship | 25,000 gp | 2.5 mph | 60 | 200 | 15 | 500 | 20 |
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 cp | 1 lb. of wheat |
| 2 cp | 1 lb. of flour or one chicken |
| 5 cp | 1 lb. of salt |
| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas |
| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
| 1 gp | 1 lb. of ginger or one goat |
| 2 gp | 1 lb. of cinnamon or pepper, or one sheep |
| 3 gp | 1 lb. of cloves or one pig |
| 5 gp | 1 lb. of silver or 1 sq. yd. of linen |
| 10 gp | 1 sq. yd. of silk or one cow |
| 15 gp | 1 lb. of saffron or one ox |
| 50 gp | 1 lb. of gold |
| 500 gp | 1 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 |
|---|---|
| 1 | A mummified goblin hand |
| 2 | A piece of crystal that faintly glows in the moonlight |
| 3 | A gold coin minted in an unknown land |
| 4 | A diary written in a language you don’t know |
| 5 | A brass ring that never tarnishes |
| 6 | An old chess piece made from glass |
| 7 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips |
| 8 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it |
| 9 | A rope necklace from which dangles four mummified elf fingers |
| 10 | The deed for a parcel of land in a realm unknown to you |
| 11 | A 1-ounce block made from an unknown material |
| 12 | A small cloth doll skewered with needles |
| 13 | A tooth from an unknown beast |
| 14 | An enormous scale, perhaps from a dragon |
| 15 | A bright green feather |
| 16 | An old divination card bearing your likeness |
| 17 | A glass orb filled with moving smoke |
| 18 | A 1-pound egg with a bright red shell |
| 19 | A pipe that blows bubbles |
| 20 | A glass jar containing a weird bit of flesh floating in pickling fluid |
| 21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood |
| 22 | A small wooden statuette of a smug halfling |
| 23 | A brass orb etched with strange runes |
| 24 | A multicolored stone disk |
| 25 | A tiny silver icon of a raven |
| 26 | A bag containing forty-seven humanoid teeth, one of which is rotten |
| 27 | A shard of obsidian that always feels warm to the touch |
| 28 | A dragon's bony talon hanging from a plain leather necklace |
| 29 | A pair of old socks |
| 30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking |
| 31 | A silver badge in the shape of a five-pointed star |
| 32 | A knife that belonged to a relative |
| 33 | A glass vial filled with nail clippings |
| 34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet |
| 35 | A white, sequined glove sized for a human |
| 36 | A vest with one hundred tiny pockets |
| 37 | A small, weightless stone block |
| 38 | A tiny sketch portrait of a goblin |
| 39 | An empty glass vial that smells of perfume when opened |
| 40 | A gemstone that looks like a lump of coal when examined by anyone but you |
| 41 | A scrap of cloth from an old banner |
| 42 | A rank insignia from a lost legionnaire |
| 43 | A tiny silver bell without a clapper |
| 44 | A mechanical canary inside a gnomish lamp |
| 45 | A tiny chest carved to look like it has numerous feet on the bottom |
| 46 | A dead sprite inside a clear glass bottle |
| 47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) |
| 48 | A glass orb filled with water, in which swims a clockwork goldfish |
| 49 | A silver spoon with an M engraved on the handle |
| 50 | A whistle made from gold-colored wood |
| 51 | A dead scarab beetle the size of your hand |
| 52 | Two toy soldiers, one with a missing head |
| 53 | A small box filled with different-sized buttons |
| 54 | A candle that can’t be lit |
| 55 | A tiny cage with no door |
| 56 | An old key |
| 57 | An indecipherable treasure map |
| 58 | A hilt from a broken sword |
| 59 | A rabbit’s foot |
| 60 | A glass eye |
| 61 | A cameo carved in the likeness of a hideous person |
| 62 | A silver skull the size of a coin |
| 63 | An alabaster mask |
| 64 | A pyramid of sticky black incense that smells very bad |
| 65 | A nightcap that, when worn, gives you pleasant dreams |
| 66 | A single caltrop made from bone |
| 67 | A gold monocle frame without the lens |
| 68 | A 1-inch cube, each side painted a different color |
| 69 | A crystal knob from a door |
| 70 | A small packet filled with pink dust |
| 71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment |
| 72 | A silver teardrop earring made from a real teardrop |
| 73 | The shell of an egg painted with scenes of human misery in disturbing detail |
| 74 | A fan that, when unfolded, shows a sleeping cat |
| 75 | A set of bone pipes |
| 76 | A four-leaf clover pressed inside a book discussing manners and etiquette |
| 77 | A sheet of parchment upon which is drawn a complex mechanical contraption |
| 78 | An ornate scabbard that fits no blade you have found so far |
| 79 | An invitation to a party where a murder happened |
| 80 | A bronze pentacle with an etching of a rat's head in its center |
| 81 | A purple handkerchief embroidered with the name of a powerful archmage |
| 82 | Half of a floorplan for a temple, castle, or some other structure |
| 83 | A bit of folded cloth that, when unfolded, turns into a stylish cap |
| 84 | A receipt of deposit at a bank in a far-flung city |
| 85 | A diary with seven missing pages |
| 86 | An empty silver snuffbox bearing an inscription on the surface that says “dreams” |
| 87 | An iron holy symbol devoted to an unknown god |
| 88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing |
| 89 | A vial of dragon blood |
| 90 | An ancient arrow of elven design |
| 91 | A needle that never bends |
| 92 | An ornate brooch of dwarven design |
| 93 | An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W” |
| 94 | A mosaic tile with a multicolored, glazed surface |
| 95 | A petrified mouse |
| 96 | A black pirate flag adorned with a dragon's skull |
| 97 | A tiny mechanical crab or spider that moves about when it’s not being observed |
| 98 | A glass jar containing lard with a label that reads, “Griffon Grease” |
| 99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body |
| 100 | A 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 |
|---|---|---|---|
| Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 |
| 3rd | Uncommon | 15 | +7 |
| 4th | Rare | 15 | +7 |
| 5th | Rare | 17 | +9 |
| 6th | Very Rare | 17 | +9 |
| 7th | Very Rare | 18 | +10 |
| 8th | Very Rare | 18 | +10 |
| 9th | Legendary | 19 | +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) |
|---|---|---|
| Cantrip | 1 | 15 |
| 1st | 1 | 25 |
| 2nd | 3 | 100 |
| 3rd | 5 | 150 |
| 4th | 10 | 1,000 |
| 5th | 25 | 1,500 |
| 6th | 40 | 10,000 |
| 7th | 50 | 12,500 |
| 8th | 60 | 15,000 |
| 9th | 120 | 50,000 |
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:
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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.
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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.
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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 Mucus | Type: 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 |
| Malice | Type: 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 Venom | Type: 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 Serum | Type: 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 Breathe | Type: 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 Kiss | Type: 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 |
| Scourge | Type: 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 Fumes | Type: 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 Ether | Type: 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 Taggit | Type: 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 Tincture | Type: 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 |
| Torpor | Type: 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 Wrath | Type: 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-Blood | Type: 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 Tears | Type: 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 Fever | Type: 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 Venom | Type: 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 Venom | Type: 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 Bile | Type: 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 Death | Type: 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 Death | Type: 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