|wearable ring abacus||10 gp||-||-|
|standard||2 gp||2 lbs||1|
|Acid (vial)||25 gp||1 lb||-|
|Alchemist's fire (flask)||50 gp||1 lb||-|
|arrows (20)||1 gp||1 lb||1|
|blowgun needles (50)||1 gp||1lb||-|
|crossbow bolts (20)||1 gp||1 1/2 lb||1|
|sling bullets (20)||4 cp||1 1/2 lb||-|
|Animal call||1 gp||-||-|
|Antitoxin (vial)||50 gp||-||-|
|crystal||10 gp||1 lb||-|
|orb||20 gp||3 lb||-|
|rod||10 gp||2 lb||-|
|staff||5 gp||4 lb||1|
|wand||10 gp||1 lb||-|
|Archery target||5 gp||20 lbs||3|
|Armillary spheres||1000 gp||75 lbs||3|
|Armour care kit||10 gp||2 lbs||-|
|Alchemical reagent set||40 gp||3 lbs||-|
|Alchemist's supplies||50 gp||8 lbs||2|
|Brewer's supplies||20 gp||9 lbs||2|
|Calligrapher's supplies||10 gp||5 lbs||1|
|Carpenter's tools||8 gp||6 lbs||1|
|Cartographer's tools||5 gp||6 lbs||1|
|Cook's utensils||1 gp||8 lbs||2|
|Doctor's tools||50 gp||10 lbs||2|
|Glassblower's tools||30 gp||5 lbs||1|
|Jeweler's tools||25 gp||2 lbs||-|
|Leatherworker's tools||5 gp||5 lbs||1|
|Mason's tools||10 gp||8 lbs||2|
|Painter's supplies||10 gp||5 lbs||1|
|Potter's tools||10 gp||3 lbs||1|
|Smith's tools||20 gp||8 lbs||2|
|Tattooist's tools||70 gp||7 lbs||2|
|Tinker's tools||50 gp||10 lbs||2|
|Weaver's tools||1 gp||5 lbs||1|
|Woodcarver's tools||1 gp||5 lbs|
|silver||20 gp||3 lbs||1|
|gold||50 gp||5 lbs||1|
|Backpack||2 gp||5 lb||/|
|Balance and weights||30 gp||50 lbs||1|
|Ball bearings (bag of 1,000)||1 gp||2 lb||-|
|Ball, rubber or leather|
|small (4-inch diameter)||3 sp||-||-|
|large (1-foot diameter)||9 sp||-||1|
|Bamsmack (Set of five)||1 gp||1/4 lbs||-|
|Barrel||2 gp||70 lbs||/|
|Basket||4 sp||2 lbs||/|
|Bedroll||1 gp||7 lbs||1|
|Bellows||5 gp||2 lbs||1|
|Blanket||5 sp||3 lbs||-|
|Block and tackle||1 gp||5 lbs||1|
|Book||25 gp||5 lbs||-|
|Bottle, glass||2 gp||2 lbs||-|
|Branding iron||10 gp||3 lbs||1|
|Brazier||5 gp||4 lbs||1|
|Bucket||5 cp||2 lbs||/|
|bamboo (tiny creature)||8 sp||1 lbs||-|
|brass (tiny creature)||1 gp||2 lbs||-|
|bamboo (small creature)||1 gp||8 lbs||1|
|brass (small creature)||3 gp||20 lbs||1|
|wooden (medium creature)||20 gp||50 lbs||3|
|iron (medium creautre)||100 gp||150 lbs||3|
|Caltrops (bag of 20)||1 gp||2 lbs||-|
|Camera obscura||500 gp||10 lbs||1|
|Case, crossbow bolt||1 gp||1 lb||-|
|Case, map or scroll||1 gp||1 lb||-|
|brass||1 gp||7 lbs||1|
|silver||3 gp||8 lbs||1|
|gold||10 gp||13 lbs||1|
|Chain (10 feet)||5 gp||10 lbs||2|
|Chalk (1 piece)||1 cp||-||-|
|Chest||5 gp||25 lbs||/|
|Climber's kit||25 gp||12 lbs||2|
|common||5 sp||3 lbs||-|
|costume||5 gp||4 lbs||-|
|fine||15 gp||6 lbs||1|
|heavy winter||3 gp||8 lbs||1|
|livery||30 gp||6 lbs||1|
|traveler's||2 gp||4 lbs||-|
|work||1 gp||3 lbs||-|
|Compass||10 gp||1 lb||-|
|Component pouch||25 gp||2 lbs||-|
|Crowbaw||2 gp||5 lbs||1|
|Disappearing ink (vial)||10 gp||1 lb||-|
|Disguise kit||25 gp||3 lbs||1|
|Cloth or wooden||3 cp||1/2 lb||-|
|fighting doll (set of 2)||2 gp||1/2 lb||-|
|nesting (set of 5)||2 gp||1/2 lb||-|
|porcelain||5 gp||1 lb||-|
|sprig of mistletoe||1 gp||-||-|
|wooden staff||5 gp||4 lbs||1|
|yew wand||10 gp||1 lb||-|
|Easel||40 gp||20 lbs||3|
|Fireworks (set of 3)||3 gp||1 lb||1|
|Fishing tackle||1 gp||4 lbs||1|
|Flask or tankard||2 cp||1 lb||-|
|Folding saw||3 gp||2 lbs||-|
|Forgery kit||15 gp||5 lbs||1|
|playing cards||5 sp||-||-|
|Glass cutter||15 gp||1/2 lb||-|
|Grappling hook||2 gp||4 lbs||1|
|Hacksaw||2 gp||1 lb||1|
|Hammer||1 gp||3 lbs||-|
|Hammer, sledge||2 gp||10 lbs||1|
|Hammock||1 gp||4 lbs||2|
|Healer's kit||5 gp||3 lbs||1|
|Herbalism kit||5 gp||3 lb||1|
|Amulet||5 gp||1 lb||-|
|Emblem (painted)||5 gp||-||-|
|Reliquary||5 gp||2 lbs||-|
|Holy water (flask)||25 gp||1 lb||-|
|Hourglass||25 gp||1 lb||-|
|Hunting trap||5 gp||25 lbs||2|
|Ice skates||5 gp||3 lbs||1|
|Incense (8 sticks or pastilles)||15 gp||-||-|
|Ink (1 ounce bottle)||10 gp||-||-|
|Ink pen||2 cp||-||-|
|Jug or pitcher||2 cp||4 lbs||/|
|Keymaking Set||40 gp||5 lbs||1|
|Kite||2 gp||2 lbs||1|
|Ladder (10-foot)||1 sp||25 lbs||3|
|Lamp||5 sp||1 lb||1|
|bullseye||10 gp||2 lbs||1|
|hooded||5 gp||2 lbs||1|
|tiny creature||1 sp||-||-|
|small creature||2 sp||-||-|
|medium creature||4 sp||-||-|
|large creature||8 sp||-||1|
|Lock||10 gp||1 lb||-|
|Magnifying glass||100 gp||-||-|
|Manacles||2 gp||6 lbs||1|
|simple||4 gp||1/2 lb||-|
|ornate||25 gp||1/2 lb||-|
|Mess kit||2 sp||1 lb||1|
|Mirror (steel)||5 gp||1/2 lb||-|
|Mortar and pestle (granite)||6 gp||1 lb||-|
|bagpipes||30 gp||6 lbs||2|
|drum||6 gp||3 lbs||1|
|dulcimer||25 gp||10 lbs||2|
|flute||2 gp||1 lb||-|
|horn||3 gp||2 lbs||1|
|lute||35 gp||2 lbs||1|
|lyre||30 gp||2 lbs||1|
|pan flute||12 gp||2 lbs||-|
|shawm||2 gp||1 lb||-|
|viol||30 gp||1 lb||-|
|Navigator's tools||25 gp||2 lbs||-|
|Oil (flask)||1 sp||1 lb||-|
|Paper (1 sheet)||2 sp||-||-|
|paper||2 gp||2 lbs||1|
|silk||10 gp||3 lbs||1|
|Parchment (1 sheet)||1 sp||-||-|
|Perfume (1 oz vial)|
|common scent||3 gp||-||-|
|exotic scent||10 gp||-||-|
|Pick, miner's||2 gp||10 lbs||1|
|Piton||5 cp||1/4 lb||-|
|Poison, basic (vial)||100 gp||-||-|
|Poisoner's kit||50 gp||2 lbs||-|
|Pole (10-foot)||5 cp||7 lbs||2|
|Portable folding chair||7 gp||20 lbs||3|
|Portable folding table||20 gp||75 lbs||3|
|Pot (iron)||2 gp||10 lbs||1|
|Potion of healing||50 gp||1/2 lb||-|
|Ram, portable||4 gp||35 lbs||3|
|Marked playing cards||5 gp||-||-|
|Weighted Dice||1 gp||-||-|
|Rope (50 feet)|
|hempen||1 gp||10 lbs||1|
|silk||10 gp||5 lbs||-|
|Scale, merchant's||5 gp||3 lbs||1|
|Sealing wax||5 sp||-||-|
|Shovel||2 gp||5 lbs||2|
|Signal whistle||5 cp||-||-|
|Signet ring||5 gp||-||-|
|Skis||8 gp||10 lbs||1|
|Sledge||10 gp||8 lbs||/|
|Sleep gas (vial)||25 gp||1 lb||-|
|Snowshoes||5 gp||5 lbs||1|
|Soap (bar or jar)|
|Spellbook||50 gp||3 lbs||1|
|Spikes, iron (10)||1 gp||5 lbs||1|
|Spyglass||1,000 gp||1 lb||-|
|2-foot stilts||5 sp||10 lbs||1|
|4-foot stilts||1 gp||25 lbs||2|
|10-foot stilts||4 gp||80 lbs||3|
|Sulfur matches (bundle of 10)||5 sp||-||-|
|Tattooist's tools||70 gp||7 lbs||1|
|Tent, two-person||2 gp||20 lbs||3|
|Thieves' tools||25 gp||2 lbs||-|
|Tinderbox||5 sp||1 lb||-|
|Torch||1 cp||1 lb||-|
|clockwork (4 inches long)||5 gp||-||-|
|wooden (1 foot long)||5 sp||3 lbs||-|
|Tree bed||5 gp||14 lbs||2|
|Tree seat||10 gp||20 lbs||2|
|Vigil candle||10 gp||1 lb||-|
|Waterskin||2 sp||5 lbs (full)||-|
|Wax tablet||7 sp||1/2 lb||-|
|Wheelbarrow||8 gp||40 lbs||/|
|Whetstone||1 cp||1 lb||-|
|Writing slate||1 gp||1 lb||-|
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet o f you or throw the vial up to 20 feet, 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.
Alchemical reagent set. This kit of alchemical reagants, which is a set of Artisan's Tools, is used to test the properties of items and objects you might find in a dungeon.
It includes three spoons, lead, silver, and aluminum, nine glass vials; two are empty, the other seven are filled with filled with Purple Flan (a living slime not dissimilar to slime molds and ochre jelly), gold dust, mummy dust, granite dust, residuum (without it the kit is worth 10 gp), acid, and ammonia.
If you have proficiency with an alchemical reagent set, you can use an action, to pour a portion of a vial (each having enough for three doses) on a targeted item to determine its properties.
- Purple Flan reacts to magical items, seeming to boil when touching a non-cursed one but withering away upon touching a cursed one. It will consume small amounts of potion and be subject to its effects.
- Residuum reacts to magic in general, being attracted to already cast spells and to enchanted items.
- Gold dust is unreactive in general, and is generally used to detect the presence of negative magical effects, as it will only corrode in their presence.
- Mummy dust evaporates into smoke when exposed to positive energy, and seems to grow upon exposure to negative energy.
- Granite Dust is attracted to oil and wet surfaces and can be used to dust for fingerprints or detect moisture.
- Acid and ammonia are used to test the general pH of materials.
Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, 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 Dexterity check to extinguish the flames.
Animal call. These calls, which are specific to a type of animal, can be used to either repel or attract creatures by replicating a mating call, territorial call, hunting call, etc., by making a Wisdom (Animal Handling) roll; the DC depends on the nature of the call and species of animal, and the call can be heard up to 1/2 mile away. This is not a magical compulsion of any sort.
Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Arcane Focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length o f wood, or some similar item—designed to channel the power o f arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Armor care kit. Containing small jars of cleaner and polish, soft cloths, a stiff brush, and other tools, this kit will keep helps to prevent rust and wear on metallic armor.
If used with the tinkerer’s tools or smith’s tool proficiency, the armor care kit can be used to reverse damage caused by rust and corrosion, even if the damage was caused by magic or creatures such as the rust monster.
Aspergillum. This hollow mace-like object can carry a pint of holy water and will sprinkle it farther away than it could be done by hand. The holy water can be splashed on a creature within 10 feet. In addition, if used while casting any spell that uses holy water as a material component and that has a range other than Self or Touch, that spell’s range increases by 10 feet.
Balance and Weights. This sturdy balance (2 lbs) comes with a collection weights that range from 10 lbs to 1/16 ounce. It can handle weights up to 50 lbs and is accurate to a fraction of an ounce.
Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
Bamsmack. A tiny length of bamboo filled with salt. When the fuse is lit, it explodes two rounds later with a loud and startling smack. If creatures within 30 feet of it when it explodes are unaware of the thrower’s presence or any of the thrower’s allies, they must make a DC 15 Intelligence saving throw or be surprised. If one explodes while still being held, it inflicts 1 point of fire damage to that creature’s hand.
Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
Branding iron. This iron can have any sort of symbol or letters on it. Branding irons act as simple melee weapons. It can be used as a club, inflicting 1d4 bludgeoning damage. If the head is heated and pressed onto another creature’s skin, it inflicts 1d6 fire damage.
Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity 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 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.
Candle. For 1 hour, a candle sheds bright light in 5-foot radius and dim light for an additional 5 feet.
Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.
Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
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.
Clothes, livery. Livery is the loaned uniform of an official servant. The outfit is often brightly coloured and emblazoned with or adorned by the actual owner's heraldry. Extremely prestigious livery clothes include a livery collar; a decorative gold chain from which a livery badge may be hung, as opposed to attaching it to the clothes directly. Most official uniforms, including those worn by nobility such as Dukes, are livery given to them by their superiors. Some important military units, such as knights, may be awarded livery as well, which is typically emblazoned after their own coat of arms.
Clothes, rags. Quite commonly found in the slums, bought by the poor, worn by the poor.
Clothes, work. A practical, durable outfit, consisting primarily of trousers, boots or shoes, a common shirt, a tabard or apron, a belt, and occasionally a pair of gloves. The tabard or apron is intended to protect the wearer from the filth and grime of the work being done.
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Disappearing ink. Depending on variety, the ink either evaporates over the course of an hour, day, or week; fades into invisibility for a month or a year; or remains invisible until the page is heated over a candle.
Comes in black, red, blue, or green.
Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Doctor's kit. Doctor's tools, which are a type of Artisan's Tools, come in a flat-bottomed black or brown leather bag with a metal-frame closing mouth. The bag contains a number of general steel tools of a highly polished and precision nature, as well as a couple of additional tools unique to the doctor's specialty.
Proficiency with this kit lets you add your proficiency bonus to Wisdom (Medicine) checks when using it to stabilize a dying creature or diagnosing an illness. If you are already proficient with the medicine skill, your proficiency bonus is doubled.
If the actual contents of the bag are ever of roleplaying importance, they include:
- A needle and fine wire or thread
- A hinged splint or brace
- A small steel cone (Low-tech stethoscope)
- A small mirror
- Tools for clamping and binding open wounds to prevent blood loss
- Two small tools relevant to the practitioner's specialty.
Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Folding saw. These saws can be unfolded into an A-framed saw or folded into a stick-shape.
Folding saws count as simple weapons but can only be used as a weapon against restrained targets. They are two-handed and inflict 1d4 slashing damage.
Fletcher’s kit. This kit contains items needed to make and repair bows and arrows: knives, a whetstone, a pair of pliers, sandpaper, additional bowstrings, glue, and feathers.
Forgery Kit. This small b ox contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Sparrow). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Hacksaw. Capable of cutting through steel or softer materials. Hacksaws count as simple weapons but can only be used as a weapon against restrained targets. They inflict 1d3 slashing damage.
Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs.
Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, 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 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Hunting Trap. When you use your 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 stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Incense. Each stick or pastille burns for about half an hour.
Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Marionettes. Elaborately carved out of wood, painted, decorated, and clothed; marionettes come in a variety of shapes and forms and each one is unique. Marionette can be taken in place of a musical instrument tool proficiency.
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.
Musical Instrument. Several o f the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or u se poisons.
Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering this potion takes an object interaction action.
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
Quiver. A quiver can hold up to 20 arrows.
Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Rigged games. Both marked cards and weighted dice are available. Using a rigged gaming set allows advantage when using that gaming set proficiency—but others in the game may make DC 15 Wisdom (Insight) rolls to realize the cheat. If the user fails her proficiency roll, onlookers have advantage on their Insight rolls. Characters with the charlatan background may start with a rigged gaming set instead of a normal one.
Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Sledge. When hauling this sledge, the user can pull up to 50 times her Strength score.
Sleep gas. These bottles can be thrown, as they easily break, or the heavier-than-air gas inside can be (carefully) poured onto a cloth and held over a victim’s nose and mouth. If used in combat, it requires a successful sneak attack roll.
If the bottle is thrown, all creatures within 5 feet must make a Constitution saving throw or fall unconscious for 1 hour. The DC is 20 for small creatures, 17 for medium creatures, and 15 for large creatures; Huge and larger creatures aren’t affected by the gas. The creature remains unconscious for the duration but if it takes damage or is slapped or shaken, it may make another saving throw, ending the effect on itself on a success.
Skis. The user can travel downhill on snowy terrain at a speed of 60.
Snowshoes. Snow is not treated as difficult terrain while wearing snowshoes.
Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Stilts. A creature’s speed is reduced by 10 when wearing stilts. When traversing difficult terrain, the creature will also need to make DC 13 Dexterity (Acrobatics) rolls or fall.
Tattooist's tools. In order to create a tattoo, mundane or magical, one must have proficiency with Tattooist's Tools, which is a type of Artisan Tools. To ink a magical tattoo, one must have at least one level in a spellcasting class and have proficiency with these tools. In order to gain proficiency with these tools, you may either practice with them long enough or gain the proficiency from the following Backgrounds (other Backgrounds can provide this proficiency but the Backgrounds below are examples)
- Criminal: You may choose to forgo your proficiency in either one type of gamin set or Theives' Tools, choosing instead to be proficient in Tattooist's Tools.
- Guild Artisan: You may choose Tattooist's Tools as your one artisan tool proficiency.
- Sage: You may choose to forgo one of your additional language proficiency, choosing instead to be proficient in Tattooist's Tools.
- Sailor: You may choose to forgo your proficiency with Navigator's Tools, choosing instead to be proficient in Tattooist's Tools.
This kit comes in a sturdy briefcase of some description and contains a variety of various colored inks, needles, and medical supplies needed for sterilization. The kit may also include a sketchbook filled with original tattoo designs or magical templates that the artist may find on their journeys.
Tent. A simple and portable canvas shelter, a tent sleeps two.
Thieves’ Tools. This set o f tools includes a small file, a set o f lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Vigil candle. Candles made with medicinal herbs and reagents. If burned during a short rest, all creatures within 30 feet of it may roll one additional hit die when rolling to regain hit points. However, creatures at tempting to locate the source of the candle’s scent by making Wisdom (Perception) checks do so at advantage.
Wheelbarrow. When using a wheelbarrow, the user can push 35 times her Strength score.