Skip to content

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
AcidAs an action, you can splash the contents of this vial onto a creature within 5 ft of you or throw the vial up to 20 ft, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2D6 Acid damage.25 gp1 lb
Alchemist's FireThis sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 ft, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1D4 Fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 DEX check to extinguish the flames.50 gp1 lb
AmmunitionArrows (20) Bolts (20) Bullets (Firearm) (10) Bullets (Sling) (20) Needles (50)1 gp 1 gp 3 gp 4 cp 1 gp1 lb 1.5 lb 2 lb 1.5 lb 1 lb
AntitoxinA creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefits to Undead or Constructs.50 gp1 lb
Arcane FocusCrystal Orb Rod Staff (Also a Quarterstaff) Wand10 gp 20 gp 10 gp 5 gp 10 gp1 lb 3 lb 2 lb 4 lb 1lb
BackpackHolds up to 30 lbs within 1 cubic foot. It can also serve as a saddlebag2 gp2 gp
Ball BearingsAs an action, you can spill these tiny balls from their pouch to cover a level area 10 ft square. A creature moving across the covered area must succeed on a DC 10 DEX saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. It takes 10 minutes to recover Ball Bearings1 gp1 lb
BarrelA barrel holds up to 40 gallons of liquid or up to 4 cubic ft of dried goods2 gp40 lb
BasketA basket holds up to 40 lbs within 2 cubic ft4 sp2 lb
BedrollA bedroll sleeps one Small or Medium sized creature. While in a bedroll, you automatically succeed saving throws against extreme cold.1 gp7 lb
BellWhen rungs as a Utilize action, a bell produces a sound that can be heard up to 60 ft away1 gp
BlanketWhile wrapped in a blanket, you have advantage on saving throws against extreme cold5 sp3 lb
Block and TackleAllows you to lift up to 4x the weight you can normally lift1 gp5 lb
BookA book contains fiction or nonfiction. If you consult an accurate nonfiction book about its topic, you have a +5 bonus to Arcana, History, Nature, or Religion checks you make about that topicVaries 25 gpVaries 5 lb
Bottle, GlassHolds up to 1.5 pints2 gp2 lb
BucketA bucket holds up to half a cubic ft5 cp2 lb
Burglar’s PackContains the following items: backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 Flasks of Oil, 5 Days of Rations, Rope, Tinderbox, and Waterskin16 gp42 lb
CaltropsAs an action, you can spread a single bag of caltrops to cover a 5-ft-square area. Any creature that enters the area must succeed on a DC 15 DEX saving throw or stop moving and take 1 Piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 ft. A creature moving through the area at half speed doesn't need to make the saving throw.1 gp1 lb
CandleProvides Bright Light for 5 ft and Dim Light for an additional 5 ft for one hour1 cp
Case (Crossbow)Can hold up to 20 crossbow bolts1 gp1 lb
Case (Map or Scroll)Can hold up to 10 sheets of paper or 5 sheets of parchment1 gp1 lb
ChainAs a Utilize action, you can wrap a Chain around an unwilling creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed a DC 13 Athletics check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a DC 18 Acrobatics check as an action. Breaking the Chain requires the creature to make a DC 20 Athletics check as an action10 gp10 lb
ChestHold up to 12 cubit ft of contents.5 gp25 lb
Climber's KitA climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor as a bonus action25 gp25 lb
Clothes, FineFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations only admit people wearing these clothes.15 gp6 lb
Clothes, Traveler’sTraveler’s Clothes are resilient garments designed for travel in various circumstances.2 gp4 lb
Component PouchIt is watertight and filled with compartments that hold all the free Material components of your spells.25 gp1 lb
CostumeWhile wearing a costume, you have advantage on any ability check you make to impersonate the person or type of person it represents.5 gp4 lb
CrowbarUsing a Crowbar gives you advantage on STR checks where the Crowbar’s leverage can be applied.2 gp5 lb
Diplomat’s PackContains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 Flasks of Oil, 5 Sheets of Paper, 5 Sheets of Parchment, Perfume, and a Tinderbox.39 gp39 lb
Druidic FocusSprig of Mistletoe Wooden Staff (Also a Quarterstaff) Yew Wand1 gp 5 gp 10 gp– 4 lb 1 lb
Dungeoneer’s PackContains the following items: Backpack, Caltrops, Crowbar, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin12 gp55 lb
Entertainer’s PackContains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 Flasks of Oil, 9 Days of Rations, Tinderbox, and Waterskin40 gp58.5 lb
Explorer’s PackContains the following items: Backpack, Bedroll, 2 Flasks of Oil, 10 Days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin10 gp55 lb
FlaskHolds up to 1 pint2 cp1 lb
Fishing TackleThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Survival checks for fishing depend on the climate and terrain.1 gp4 lb
Grappling HookAs a Utilize action, you can throw the Grappling Hook at a railing, ledge, or another catch within 50 ft of yourself, and the hook catches if you succeed a DC 13 Acrobatics check. If you tied a rope to the hook, you can then climb it.2 gp4 lb
Healer's KitThis kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As a Utilize action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine check.5 gp3 lb
Holy SymbolA Holy Symbol is bejeweled or painted to channel divine magic. Amulet (Worn or Held) Emblem (Borne on Fabric or a Shield) Reliquary (Held)5 gp 5 gp 5 gp1 lb – 2 lb
Holy WaterAs an attack action, you can replace one of your attacks with splashing the contents of this flask onto a creature within 5 feet of you or throw it up to 20 ft, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a Fiend or Undead, it takes 2D8 Radiant damage.25 gp1 lb
Hunting TrapWhen you use your Utilize action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1D4 Piercing damage and their movement speed is reduced to 0 until the start of their next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 ft). A creature can use its action to make a DC 13 Athletics check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.5 gp25 lb
InkInk comes in a 1-oz bottle, which provides enough ink to write about 500 pages.10 gp
Ink PenUsing Ink, an Ink Pen is used to write or draw.2 cp
JugA Jug holds up to 1 gallon2 cp4 lb
LadderA Ladder is 10 ft tall, you must climb to move up or down it.1 sp25 lb
LampA Lamp burns Oil as fuel to cast Bright Light in a 15 ft radius and Dim Light for an additional 30 ft.5 sp1 lb
Lantern, BullseyeA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60 ft Cone and Dim light for an additional 60 ft.10 gp2 lb
Lantern, HoodedA Hooded Lantern burns Oil as fuel to cast Bright Light in a 30 ft radius, and Dim Light for an additional 30 ft. As a bonus action, you can lower the food, reducing the light to Dim Light in a 5 ft radius, or raise it again.5 gp2 lb
LockA lock comes with a key. Without the key, a creature can use Thieve’s Tools to pick the Lock with a successful DC 15 Sleight of Hand check.Varies 10 gp1 lb
Magnifying GlassA Magnifying Glass grants advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as Sunlight to focus, tinder to ignite, and about 5 minutes for the tinder to ignite.100 gp
ManaclesAs a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 ft of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Sleight of Hand check. While bound, a creature has disadvantage on attack rolls and the creature is Restrained if the Manacles are attached to a chain or hook that is affixed to one place. Escaping the Manacles requires a successful DC 20 Sleight of Hand check as an action. Bursting the Manacles requires a successful DC 25 Athletics check as an action.2 gp6 lb
MapIf you consult an accurate Map, you gain a +5 bonus to Survival checks you make to find your way to the place represented on it.1 gp
MirrorA handheld steel Mirror for personal cosmetics, also good for peaking around corners and reflecting light as a signal.5 gp.5 lb
Mess KitThis tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.2 sp1 lb
OilYou can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object: When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 + your DEX modifier (Minimum 1) and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (After 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space: You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 ft of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (Or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel: Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (As a Utilize action) and rekindle it again until it has burned for a total of 6 hours.1 sp1 lb
PaperOne sheet of paper can hold about 250 handwritten words.2 sp
ParchmentOne sheet of parchment can hold about 250 handwritten words.1 sp
PerfumePerfume comes in a 4-oz vial. For 1 hour after applying Perfume to yourself, you have advantage on Persuasion checks made to influence an indifferent humanoid within 5 ft of yourself.5 gp
Poison, BasicAs a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1D4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.100 gp
PoleA Pole is 10 ft long. You can use it to touch something 10 ft away. If you must make an Athletics check as part of a High or Long Jump, you can use the Pole to vault, giving you advantage on the check.5 cp7 lb
Pot, IronAn Iron Pot holds 1 gallon2 gp10 lb
Potion of HealingThis potion is a magic item. As a bonus action, you can drink it or administer it to another creature within 5 ft of yourself. The creature that drinks the magical red liquid in this vial regains 2D4 + 2 hit points.50 gp.5 lb
PouchHolds up to 6 lbs within 1/5th of a square foot5 sp1 lb
Priest’s PackContains the following items: Backpack, Blanket, Holy Water, Lampo, 7 Days of Rations, Robe, and Tinderbox.33 gp29 lb
QuiverHolds up to 20 arrows.1 gp1 lb
Ram, PortableYou can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.4 gp35 lb
RationsRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts.5 sp2 lb
RobeA Robe has a vocational or ceremonial influence. Some events and locations only admit pooping wearing a Robe bearing certain colors or symbols.1 gp4 lb
RopeAs a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Sleight of Hand check. The Rope can be burst with a successful DC 20 Athletics check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Acrobatics check as an action.1 gp5 lb
SackHolds up to 30 lbs within 1 square foot1 cp.5 lb
ScaleA scale includes a small balance, pans, and a suitable assortment of weights up to 2 lbs. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.5 gp3 lb
Scholar’s PackContains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 Flasks of Oil, 10 Sheets of Parchment, and Tinderbox.40 gp22 lb
ShovelWorking for 1 hour. You can use the Shovel to dig a hold that is 5 ft on each side in soil or similar material.2 gp5 lb
Signal WhistleWhen blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 ft away.5 cp
SpellbookEssential for Wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.Varies 50 gpVaries 3 lb
Spikes, IronIron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.1 gp5 lb
SpyglassObjects viewed through a Spyglass are magnified to twice their size.1,000 gp1 lb
StringA String is 10 ft long. You can tie it into a knot as a Utilize action.1 sp
TentA Tent can sleep up to 2 Small or Medium sized creatures.2 gp20 lb
TinderboxA Tinderbox is a small container holding flint, fire steel, and tinder (Usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.5 sp1 lb
TorchA Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.1 cp1 lb
VialA Vial holds up to 4-oz1 gp
WaterskinA Waterskin holds up to 4 pints.2 sp5 lb (Full)

Tools

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

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

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

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

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

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

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

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

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

Brewer’s Supplies

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

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

Calligrapher’s Supplies

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

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

Carpenter’s Tools

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

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

Cartographer’s Tools

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

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

Cobbler’s Tools

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

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

Cook’s Utensils

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

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

Glassblower’s Tools

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

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

Jeweler’s Tools

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

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

Leatherworker’s Tools

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

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

Mason’s Tools

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

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

Painter’s Supplies

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

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

Potter’s Tools

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

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

Smith’s Tools

Hammer, Tongs, Charcoal, Rags, a Whetstone.

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

Tinker’s Tools

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

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

Weaver’s Tools

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

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

Woodcarver’s Tools

Knife, Gouge, and Small Saw.

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

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

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

Other Tools

Disguise Kit

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

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

Forgery Kit

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

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

Herbalism Kit

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

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

Navigator’s Tools

Sextant, Compass, Calipers, Ruler, Parchment, Ink, and Ink Pen.

Ability WIS
Cost25 gp
Weight2 lb
Find LocationGrants you a 1D6 bonus on Survival checks to determine your own position
SightingIf you have proper nautical charts and know the time of day to the hour, you can avoid becoming lost while traveling
UtilizePlot a course (DC 10) Determine your position by the stars (DC 15)
Crafting

Poisoner’s Kit

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

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

Thieve’s Tools

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

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

Tarokka Deck

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

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

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

High Deck

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

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

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

Stars

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

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

Coins

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

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

Glyphs

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

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

Poison

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

Poisons come in the following four types:

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

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

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

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

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

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

Trinkets

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

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