Equipment
The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords.
For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Cormyr coin names: thumb (cp), falcon (sp), blue eye (ep), golden lion (gp), tricrown (pp)
Lifestyle
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people cavet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
Squalid. Vou live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle levei have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle levei tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
Spellcasting Services
During a session, characters can receive spellcasting services from an NPC located anywhere that is town-sized or larger, but must be able to travel there. Otherwise, they’re only available between sessions.. If spellcasting services are being procured after the adventure has concluded using downtime, it is assumed they’re able to make it to an appropriately sized city, town, or other settlement to do this.
Acolyte Background: Characters with the Shelter of the Faithful background feature can request spellcasting services at a temple of their faith. Once per day they may receive one spell from the Spellcasting Services table for free (they must pay the cost of any material component needed). This can’t be used to return a character to life.
Only some faiths are represented by temples large enough to provide this benefit. When playing any given adventure, the available faiths are determined by the region in which the adventure is set.
[Season 1 - Phlan]
Valhingen Graveyard: a meticulously groomed--albeit somber place, where the small, hard-working faithful of Kelemvor give assistance.
[Season 2 - Mulmaster]
The Black Lord’s Altar: rededicated to Bane and the official religion of Mulmaster.
The High House of Hurting: the faith of Loviatar is extremely popular among the decadent nobility and the youth. The priests of the Maiden of Pain offer morally questionable services.
Tower of Mysteries: The Tower of Mysteries includes small temples to Leira, Velsharoon, and Savras, as well as a shrine to Mystra (whose worship is illegal within the City). Only those who have officially sworn to not cast arcane magic in the City, are acknowledged dignitaries, or are members of the Cloaks may pass.
The Gate of Good Fortune: both a temple and a casino. Lord Priest Wylan Burral (the jovial brother of taciturn Aleyd Burral, a Knight of the Black Fist from Phlan) maintains a small congregation. However, the casino is one of the most popular destinations for the wealthy and the desperate. Risk taking appeals to Mulman sensibilities, and thus Tymora is the only Good-aligned deity with a temple in the City.
The High Hall of Swords: serves those who pray in Tempus’ name. It is popular with the Watch and those members of the army in the Soldiery. Those guilty of cowardice while fighting in the City’s name will find their rotting heads impaled on the spikes that decorate the battlements of the temple.
[Season 3 - Hillsfar] The city of Hillsfar contains a few places of worship, where faithful adventurers can find spellcasting services:
Vault of Swords: a large brick and wood building devoted to Tempus, the god of battle.
House of Happiness: The festhall-like building is the temple of Lliira, and serves the faithful of the goddess of joy.
Lastholme: The smallest true temple in the city is dedicated to Chauntea and serving also as a meadery and orphanage.
Elventree: holds a temple known as the Hall of the Unicorn dedicated to Mielikki, where spellcasting services can be obtained. Shrines found in the hall include those honoring Mystra, Selûne, and Eilistraee.
[Season 4 - Ravenloft] Help From Who!? When in Ravenloft, the rules for spellcasting services are changed for characters adventuring in Barovia. In Strahd’s bleak domain, there simply aren’t any settlements where spellcasters can accommodate such needs, and those places of worship that might otherwise provide spellcasting services are overrun with monsters. As such, unless otherwise detailed in an adventure, the only individual able to provide spellcasting services is the hag Jenny Greenteeth.
[Season 5 - Sword Coast] Represented by three locations within the region.
[T1 - Parnast] Mielikki
[T2 - Stagwick] Chauntea
[T3 - Beregost] Lathander, Waukeen
[Season 6 - Sword Coast] Represented by three locations within the region.
[T1 - Mirabar] Dumathoin, Sharindlar, Tymora
[T2 - Neverwinter] Oghma, Selûne, Tyr
[T3 - Dagger Falls] Lathander, Tyr
[Season 7 - Port Nyansaru]
Gond, Savras, Waukeen
[Season 8 - Waterdeep]
Any non-evil deity
Services provided by an NPC are limited to this list. Characters may purchase spell scrolls containing divine spells using treasure checkpoints which NPCs cast for free to benefit the character who purchased the scroll.
*Characters may instead receive these services by spending treasure checkpoints to purchase spell scrolls.
Death. Characters returned to life by magic suffer the effects from the ordeal as normal, but each downtime day spent reduces any penalties to attack rolls, saving throws, and ability checks by 1. Bodies are recoverable unless otherwise specified in the encounter.
If no one in the group can return a dead character to life, the character can receive such services from an NPC with the following guidance:
Dead Character Pays for Raise Dead. Dead characters that can’t afford the treasure point cost of a spell scroll may incur a treasure checkpoint debt as needed to purchase one. This debt must be satisfied before treasure checkpoints can be used for anything else. Dead characters ignore availability restrictions on whatever spell scroll is needed to return them to life. For example, a disintegrated 5th-level character may spend twenty-four treasure checkpoints to purchase a spell scroll of true resurrection, even though it’s normally available only to tier 3 and 4 characters.
Character’s Party Pays for Raise Dead. If they wish to do so, other characters may contribute towards the gp cost of paying for spellcasting services to return another character to life. Characters can’t use treasure checkpoints to lessen the cost of another character to return to life but can use them to purchase spell scrolls as normal which can then be used as they wish.
Starting Equipment
When you create your character, you receive equipment based on a combination of your class and background.
You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.
Selling Treasure
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
At the end of an episode or adventure (and sometimes during an adventure), you can buy or sell mundane items.
Arms, armor, and other equipment fetch half their cost if you sell them. Arms and armor obtained from monsters is worthless unless otherwise specified; if such gear is found during an adventure, it can be used for the duration of the session before it breaks or becomes unusable.
Magic items cannot be sold.
Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first.
Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
Receiving Magic Items
Magic items are rare and wondrous things, with permanent magic items even more so. At the end of some sessions, your group might have a small number of consumable magic items to divide up among the characters. The Dungeon Master helps the group determine who gets the consumable magic items, but in general, if everyone in the group is in agreement that a specific character should receive a consumable magic item, then that character gets it.
If you receive a magic item, write the item in the adventure notes section of your adventure logsheet. If the item is a consumable item (a potion, scroll, or other one-use item), you can also write it on your character sheet, but make sure to erase or cross it out when you use it. If the consumable item possesses a certificate, the certificate must be destroyed if the item is used.
If the item is a permanent magic item, write the item in the adventure notes section of your adventure logsheet and on your character sheet. In addition, you’ll need to update the number of magic items noted in the magic item column on the logsheet (above the adventure notes).
Certain rechargeable items can be recharged only within a particular storyline, including items such as wingwear and balloon packs from the Elemental Evil storyline. Such items are treated as consumable items outside that storyline. If you have such an item and are no longer playing in the original storyline, it is now considered a consumable item, and you can lower your magic item count to reflect this.
Buying Potions and Scrolls
Your character can buy potions and scrolls, as follows:
*The cost of scrolls below is in addition to any component cost.
Equipment Packs
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Burglar's Pack (16 gp). Includes backpack, bag of 1,000 ball bearings, 10 feet string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 oil flasks, 5 days rations, tinderbox, waterskin, 50 feet hemp rope.
Diplomat's Pack (39 gp). Includes chest, 2 scroll cases, set of fine clothes, ink bottle, ink pen, lamp, 2 oil flasks, 5 paper sheets, perfume vial, sealing wax, soap.
Dungeoneer's Pack (12 gp). Includes backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 feet hemp rope.
Entertainer's Pack (40 gp). Includes backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit.
Explorer's Pack (10 gp). Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 feet hemp rope.
Monster Hunter’s Pack (33 gp). Includes chest, crowbar, hammer, 3 wooden stakes, holy symbol, holy water flask, manacles, steel mirror, oil flask, tinderbox, 3 torches.
Priest's Pack (19 gp). Includes backpack, blanket, 10 candles, tinderbox, alms box, 2 incense blocks, censer, vestments, 2 days rations, waterskin.
Scholar's Pack (40 gp). Includes backpack, lore book, ink bottle, ink pen, 10 parchment sheets, little sand bag, small knife.
Armor and Shields
D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Strength Required. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Light Armor
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
Padded. Padded armor consists of quilted layers of cloth and batting.
Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium Armor
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Spiked. Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Heavy Armor
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.
Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Getting Into and Out of Armor
The time it takes to don or doff armor depends on the armor’s category.
Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.
Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.
Weapons
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack, only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range.When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property — the damage when the weapon is used with two hands to make a melee attack.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some monsters that have immunity or resistance to non-magical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Special Weapons
Weapons with special rules are described here.
Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.
Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
Adventuring Gear
Alchemical Items
Acid, 25 gp, 1 lb
As an action, you can splash the contents of this vial onto a creature within 5 feet of 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.
Alchemist’s Fire, 50 gp, 1 lb
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.
Antitoxin, 50 gp, -
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.
Kits
A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.
Artisan’s Tools
These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.
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.
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.
Forgery Kit
This small box 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 Three-Dragon Ante). 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.
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 of 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. Also, proficiency with this kit is required to create antitoxin and potions of healing.
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.
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 use poisons.
Thieves’ Tools
This set of tools includes a small file, a set of 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.
Light Sources
Candle
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.
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.
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.
Spellcasting
A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
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).
Focus, Arcane
An arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. A caster can cast spells while holding a arcane focus in one hand and a weapon in another.
Focus, Druidic
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. A caster can cast spells while holding mistletoe in one hand and a weapon in another.
Focus, 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. A holy symbol can be emblazoned on a shield, enabling the caster to wield a weapon in the other hand and still cast spells.
Focus, Musical Instrument
An musical instrument can be used by a bard as a spellcasting focus. A caster can cast spells while holding a musical instrument in one hand and a weapon in another, if the instrument is one-handed.
Several of the most common types of musical instruments are shown on the table below 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. Each type of musical instrument requires a separate proficiency.
Birdpipes: Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.
Glaur: Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.
Hand Drum: A double-headed skin drum fitted with handles along its side.
Longhorn: A Faerunian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.
Shawm: A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.
Songhorn: A recorder, a simple type of flute, usually carved from wood.
Tantan: A tambourine, a popular instrument with halflings and humans south of the Dalelands.
Thelarr: Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children-to the parents' delight or regret.
Tocken: A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
Wargong: A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
Yarting: A southern instrument from Arnn and Calimshan that is a Faerunian analog to the guitar. Numerous variations have spread across the continent.
Zulkoon: A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.
Spellbook
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
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.
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 b ook of spells is a spellbook (described later in this section).
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.
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.
Clothing (cold or dessert weather gear)
You can purchase either cold weather gear (thick coat, gloves, etc) or dessert gear (light fabric, burnoose, etc) for 4gp.
Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Fishing Tackle
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
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.
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 m agnifying 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.
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.
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.
Potion of Healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an 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.
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.
Spyglass
Objects viewed through a spyglass are magnified to twice their size.
Tent
A simple and portable canvas shelter, a tent sleeps two.
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.