Abacus |
2 gp |
2 lb. |
Used for arithmetic. The most common of abacuses use sliding beads on rods. |
Acid (vial) |
25 gp |
1 lb. |
A corrosive liquid. As an action, can be thrown 20 feet or splashed on a
creature within 5 feet. Make a ranged attack; on a hit, the target takes 2d6
acid damage. |
Alchemist's Fire (flask) |
50 gp |
1 lb. |
A sticky substance that ignites when exposed to air. As an action, can be thrown
20 feet. Make a ranged attack; on a hit, the target takes 1d4 fire damage at the
start of each of its turns. Flames may be extinguished with a DC 10 Dex check.
|
Ammunition |
Consumed by making ranged attacks. |
Arrows (20) |
1 gp |
1 lb. |
A fletched shaft with a stone or metal head. |
Blowgun needles (50) |
1 gp |
1 lb. |
Thin pieces of metal or wood, which can be tipped with poison. |
Crossbow bolts (20) |
1 gp |
1½ lb. |
Short, sturdy shafts, fletched and tipped with metal. |
Sling bullets (20) |
4 cp |
1½ lb. |
Lead balls of approximately consistent size. |
Antitoxin (vial) |
50 gp |
- |
Gain advantage on saving throws vs. poison for 1 hour. No effect on Undead or
Constructs. |
Arcane Focus |
May be used as a spellcasting focus by a Sorcerer, Warlock, or Wizard |
Crystal |
10 gp |
1 lb. |
A cut and polished crystal which catches the light in attractive ways. |
Orb |
20 gp |
3 lb. |
A glass or crystal orb, into which one can look in a mystic fashion |
Rod |
10 gp |
2 lb. |
Longer than a wand, but shorter than a staff. A sturdy length of engraved wood,
stone, or metal. |
Staff |
5 gp |
4 lb. |
An engraved length of wood or metal. |
Wand |
10 gp |
1 lb. |
A short piece of wood or metal, engraved and often capped with a crystal or
stone. |
Ball Bearings (bag of 1,000) |
1 gp |
2 lb. |
As an action, can cover a level area 10×10 feet. Creatures crossing the
area must pass a DC 10 Dex check or fall prone. No check is required if they
move at half speed. |
Bedroll |
1 gp |
7 lb. |
Portable bedding, rolled up and tied for easy transport. |
Bell |
1 gp |
- |
A piece of metal with a clapper in the middle. May be rung, unsurprisingly. |
Blanket |
5 sp |
3 lb. |
A large, somewhat thick, woven piece of cloth. Used to keep warm. |
Block and tackle |
1 gp |
5 lb. |
A set of pulleys and cable. Allows the user to hoist up to 4× their usual
lifting capacity. |
Book |
25 gp |
5 lb. |
A large, bound tome that can contain just about anything put to writing. A book
of spells, a spellbook, is detailed in its own listing. |
Bottle, glass |
2 gp |
2 lb. |
Can contain 1½ pints of liquid. May shatter when thrown. |
Bucket |
5 cp |
2 lb. |
Can contain 3 gal. liquid or ½ cubic foot of solid material. |
Caltrops (bag of 20) |
1 gp |
2 lb. |
Twisted bits of sharp metal, formed so that one point always faces up. As an
action, can be spread over a 5×5 foot area. A creature entering the area
must make a DC 15 Dex check; on failure, they take 1 piercing damage and stop
moving. If the creature has taken damage from a caltrop, their speed is reduced
by 10 feet until they regain at least 1 hit point. Creatures moving a half speed
do not need to make the check. |
Chain (10 feet) |
5 gp |
10 lb. |
Metal links, forged together. A chain has 10 hit points, and can be burst with a
DC 20 Strength check. |
Chalk (1 piece) |
1 cp |
- |
A stick of a soft mineral, often gypsum, that leaves marks when drawn across a
hard or rough surface. |
Climber's Kit |
25 gp |
12 lb. |
Pitons, boot tips, gloves, and a harness. As an action, can be used to anchor
oneself. If anchored, you can't fall or climb more than 25 feet from your anchor
without undoing it. |
Clothes, common |
5 sp |
3 lb. |
May be a roughspun tunic and breeches or similar, with shoes or boots. |
Clothes, costume |
5 gp |
4 lb. |
Strange or garishly colored costume clothing. |
Clothes, fine |
15 gp |
6 lb. |
Well-made clothing of good material, such as silk. |
Clothes, traveler's |
2 gp |
4 lb. |
Sturdy clothing and boots, well-suited for the rigors of the road. |
Component pouch |
25 gp |
2 lb. |
A small, watertight leather pouch that can hold all the material components
needed for spells. Does not contain material components with a specific cost, as
indicated in the spell's description. |
Containers |
Empty |
Hold varying amounts of solids or liquids. |
Backpack |
2 gp |
5 lb. |
Can carry 1 cubic foot/30 lb. of gear. Items may be strapped to the outside of a
backpack. |
Barrel |
2 gp |
70 lb. |
Can contain 40 gal. liquid/4 cubic feet solid |
Basket |
4 sp |
2 lb. |
Can carry 2 cubic feet/40 pounds |
Case, crossbow bolt |
1 gp |
1 lb. |
A wooden case capable of holding up to 20 crossbow bolts. |
Case, map or scroll |
1 gp |
1 lb. |
A cylindrical leather case can hold up to 10 sheets of rolled paper, or 5 sheets
of rolled parchment. |
Chest |
5 gp |
25 lb. |
Can hold 12 cubic feet/300 lb. of gear. |
Flask or tankard |
2 cp |
1 lb. |
Can hold 1 pint liquid. |
Jug or pitcher |
2 cp |
4 lb. |
Can hold 1 gal. liquid. |
Pot, iron |
2 gp |
10 lb. |
Can hold 1 gal. liquid. |
Pouch |
5 sp |
1 lb. |
Can hold ⅕ cubic foot/1 lb. gear; could also be used to hold up to 20 sling bullets or 50 blowgun needles. |
Quiver |
1 gp |
1 lb. |
Can hold up to 20 arrows. |
Sack |
1 cp |
½ lb. |
Can hold 1 cubic foot/30 lb. gear. |
Vial |
1 gp |
- |
Can hold 4 oz. liquid. |
Waterskin |
2 sp |
1 lb. |
Can hold 4 pints liquid. |
Crowbar |
2 gp |
5 lb. |
Grants advantage to Strength checks in a situation where leverage may be
applied. |
Druidic Focus |
May be used as a spellcasting focus by a Druid |
Sprig of mistletoe |
1 gp |
- |
A small sprig from a mistletoe plant. |
Totem |
1 gp |
- |
A totem adorned with feathers, fur, bones, and teeth from sacred animals. |
Wooden staff |
5 gp |
4 lb. |
A long, wooden staff, drawn whole out of a living tree. |
Yew wand |
10 gp |
1 lb. |
A slim wand of springy yew wood. |
Equipment Packs |
Starting gear or a bulk discount |
Burglar's Pack |
16 gp |
47½ lb. |
A backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a
crowbar, a hammer, 10 pitons, a hooded lanter, 2 flasks of oil, 5 days' rations,
a tinderbox, a waterskin, 50 feet of hempen rope. |
Diplomat's Pack |
39 gp |
36 lb. |
A chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink,
an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
sealing wax, soap. |
Dungeoneer's Pack |
12 gp |
61½ lb. |
A backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days'
rations, a waterskin, 50 feet of hempen rope. |
Entertainer's Pack |
40 gp |
38 lb. |
A backpack, a bedroll, 2 costumes, 5 candles, 5 days' rations, a waterskin, a
disguise kit. |
Explorer's Pack |
10 gp |
59 lb. |
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days' rations, a
waterskin, 50 feet of hempen rope. |
Priest's Pack |
19 gp |
25 lb. |
A backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of
incense, a censer, vestments, 2 days' rations, a waterskin. |
Scholar's Pack |
40 gp |
14 lb. |
A backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment,
a little bag of sand, a small knife. |
Fishing Tackle |
1 gp |
4 lb. |
A wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet
lures, and narrow netting. |
Grappling hook |
2 gp |
4 lb. |
A hook with many prongs, which may be attached to a rope to assist with climbing
or swinging. |
Hammer |
1 gp |
3 lb. |
A heavy piece of metal or stone, used to drive nails, among other things. |
Hammer, sledge |
2 gp |
10 lb. |
A heavier piece of metal or stone. Often used to drive large stakes or poles, or
for demolition. |
Healer's kit |
5 gp |
3 lb. |
Contains bandages, salves, and splints; enough for 10 uses. As an action, you
can expend 1 use to stabilize a creature that has 0 hit points, without needing
to make a Wisdom (Medicine) check. |
Holy Symbol |
May be used as a spellcasting focus by a Cleric or Paladin |
Amulet |
5 gp |
1 lb. |
An icon of the devotee's god, strung and hung around one's neck. |
Emblem |
5 gp |
- |
An icon of the devotee's god, made in such a way that it can be easily carried
or pinned to one's clothing. |
Reliquary |
5 gp |
2 lb. |
A small, ornate container made to hold a devotional relic to one's god. |
Holy water (flask) |
25 gp |
1 lb. |
Water blessed by a god. As an action, can be splashed on a creature within 5
feet, or thrown up to 20. Make a ranged attack against the creature; upon
success, if the target is a fiend or undead, it takes 2d6 radiant damage. May be
created by a Cleric or Paladin over 1 hour, consuming 25gp of powdered silver,
and expending a 1st-level spell slot. |
Hourglass |
25 gp |
1 lb. |
A delicate piece of blown glass with two bulbs joined by a narrow neck, filled
partially with sand. Used to measure the passage of time. |
Hunting trap |
5 gp |
25 lb. |
A sawtoothed steel ring with a spring action. A creature stepping on the plate
must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and
stop moving. Until the creature breaks free of the trap, it is limited by the
length of chain to which the trap is attached (usually 3 feet). Freeing a
creature from the trap is a DC 13 Strength check; failed attempts inflict 1
piercing damage. |
Ink (1 oz. bottle) |
10 gp |
- |
Pigment suspended in water. More rare colors of ink may command a higher price
at market. |
Ink pen |
2 cp |
- |
A sharpened quill or partially-hollowed piece of wood, used to write by dipping
in ink. |
Ladder (10-foot) |
1 sp |
25 lb. |
A 10-foot-tall section of wooden ladder. Can be used to reach things, or as an
impromptu bridge. |
Light Sources |
See in the dark! Incredible! |
Candle |
1 cp |
- |
For 1 hour, sheds bright light in a 5-foot radius, and dim light an additional
5 feet. |
Lamp |
5 sp |
1 lb. |
Casts bright light in a 15-foot radius and dim light an additional 30 feet. Once
lit, it burns for 6 hours per flask (1 pint) of oil. |
Lantern, bullseye |
10 gp |
2 lb. |
Casts bright light in a 60-foot cone, and dim light for an additional 30 feet.
Once lit, it burns for 6 hours per flask (1 pint) of oil. |
Lantern, hooded |
5 gp |
2 lb. |
Casts bright light in a 15-foot radius and dim light an additional 30 feet. Once
lit, it burns for 6 hours per flask (1 pint) of oil. As an action, the hood can
be lowered to reduce the light to dim, 5-foot radius. |
Torch |
1 cp |
1 lb. |
For 1 hour, sheds bright light in a 20-foot radius, and dim light an additional
20 feet. If you make a successful melee attack with a burning torch, it deals 1
fire damage. |
Lock |
10 gp |
1 lb. |
A key is provided with the lock. Without a key, a creature proficient with
thieves' tools can pick the lock with a successful DC 15 Dexterity check. Better
locks might be available for a higher price. |
Magnifying glass |
100 gp |
- |
Grants advantage on any ability check to appraise or inspect an item that is
small or highly detailed. If light as bright as sunlight is available, can be
used to light a fire using tinder, taking 5 minutes. |
Manacles |
2 gp |
6 lb. |
Capable of binding a Small or Medium creature. Escaping requires a DC 20
Dexterity check; breaking them requires a DC 20 Strength check. Each set comes
with one key; without the key, a creature proficient with thieves' tools can
pick the lock with a successful DC 15 Dexterity check. Manacles have 15 hit
points. |
Mess kit |
2 sp |
1 lb. |
A tin box containing a cup and simple cutlery. One side can be used as a cooking pan, and the other as a plate or shallow bowl. |
Mirror, steel |
5 gp |
½ lb. |
A somewhat reflective piece of polished steel. Useful for preening or looking around corners. |
Oil (flask, 1 pint) |
1 sp |
1 lb. |
Flammable liquid in a clay flask. Can be splashed onto a creature within 5 feet, or thrown up to 20. On a successful ranged attack, the target is covered in oil for 1 minute. If the target takes any fire damage before the oil dries, the target takes an additional 5 fire damage. The oil can also be poured on a 5×5 foot level area. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters or ends its turn in the area. |
Paper (one sheet) |
2 sp |
- |
A thin sheet of paper, suitable for writing. |
Parchment (one sheet) |
1 sp |
- |
A thin material made of animal skin. Better quality parchment goes by the name of vellum. |
Perfume (vial) |
5 gp |
- |
A pleasant scent, used by the wealthy with something to hide. |
Pick, miner's |
2 gp |
10 lb. |
A pick used to break valuable ores and minerals out of stone. |
Piton |
5 cp |
¼ lb. |
A small metal spike used as an anchor point when climbing. |
Poison, basic (vial) |
100 gp |
- |
As an action, can be used to coat one piercing or slashing weapon, or up to 3 pieces of ammunition. A creature hit by the poisoned weapon must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison lasts 1 minute before losing potency. |
Pole (10-foot) |
5 cp |
7 lb. |
A staple of dungeoneering. Useful for poking things from far away. |
Potion of healing |
50 gp |
½ lb. |
A character who drinks the magical red fluid in this vial regains 2d4+2 hit points. Drinking or administering the potion takes an action. |
Ram, portable |
4 gp |
35 lb. |
Can be used to break down doors. When doing so, gain a +4 bonus to the Strength check. If another character helps you use the ram, gain advantage on the check. |
Rations (1 day) |
5 sp |
2 lb. |
Dry food suitable for travel, such as jerky, dried fruit, hardtack, and nuts. |
Robes |
1 gp |
4 lb. |
Flowing cloth garments. Called "vestments" by priests or clerics. Popular with wizards. |
Rope, hempen (50 feet) |
1 gp |
10 lb. |
Useful for climbing, abseiling, or restraining. Can be burst with a DC 17 Strength check. 2 hit points. |
Rope, silk (50 feet) |
10 gp |
5 lb. |
Finer and lighter than hempen rope. Useful for climbing, abseiling, or restraining. Can be burst with a DC 17 Strength check. 2 hit points. |
Scale, merchant's |
5 gp |
3 lb. |
Includes a small balance, pans, and an assortment of weights up to 2 lb. With it, you can measure the exact weight of small objects. Useful for appraising. |
Sealing wax |
5 sp |
- |
A stick of colored wax which is melted onto a folded piece of paper or parchment. Often imprinted with an insignia or signet ring. |
Shovel |
2 gp |
5 lb. |
Absolutely indispensible if digging is your goal. |
Signal whistle |
5 cp |
- |
A small tin whistle, useful for sending simple messages over medium distances. |
Signet ring |
5 gp |
- |
A ring imprinted with an insignia. Used to signify rank or title, and to stamp sealing wax. |
Soap |
2 cp |
- |
Cheap soap is often made of tallow and lye. One can't doubt its effectiveness at removing dirt... and often a layer of skin. |
Spellbook |
50 gp |
3 lb. |
A leather-bound tome with 100 blank vellum pages. Used by wizards to record spells. |
Spikes, iron (10) |
1 gp |
5 lb. |
Large metal spikes. Can be used to anchor a tent or tarp, or for more "creative" purposes. |
Spyglass |
1,000 gp |
1 lb. |
Distant objects viewed through a spyglass are magnified to twice their size. |
Tent, two-person |
2 gp |
20 lb. |
A simple, portable canvas shelter. |
Tinderbox |
5 sp |
1 lb. |
A small container holding flint, fire steel, and some tinder. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute. |
Whetstone |
1 cp |
1 lb. |
A rough stone, used in the maintenance of a sharp edge on blades. |