Gear & Tools
Adventuring gear, artisan’s tools, gaming sets, instruments, poison and trinkets.
Equipment Gear & Tools
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 | 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.
Ability: The ability indicated with a tool is the main ability score used to operate the tool and can be used at the DM’s discretion as a substitute score for ability checks to skills mentioned in the Tool’s features.
Utilize: Indicates several options and DC for ability checks you make when you take the Utilize action.
Craft: Crafting a nonmagical item takes talent, tools, raw materials, and time.
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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.
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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.
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If an item requires multiple days, the days needn’t be consecutive.
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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.
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Artisan’s Tools
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 Sets
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 Instruments
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 |
Other Tools
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 |
Common Deck
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 |
Poison
Most poisons can be purchased at Apothecaries or Thief’s Guilds. Some are exclusive to races. And the best are collected and made with a Poisoner’s Kit. Poisons marked with an “*” are exclusive to the Poisoner Rogue as they are too volatile or logistically impossible to use without specialized training.
Poisons come in the following four types:
-
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
-
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
-
Inhaled: These poisons are powders or gasses that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
-
Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
If a creature succeeds their saving throw with a poison that deals damage, they take half as much damage.
| Assassin’s Blood | Type: Ingested Rarity: Common CON DC: 10 DC to Perceive: 10 Damage: 1D12 Effects: Poisoned for 24 hours Ingredients: Spirits, Blight Sap, Honey Store Price (GP): 150 |
|---|---|
| Crawler 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 |
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 |