This section is meant to serve as a hub for all the various miscellaneous gear that general stores and specialty shops will be selling quite a lot of.
| 2 GP | 2 LB |
A special tool used to count and calculate a large sum of numbers.
There are a wide variety of ammo related to different type of ranged weapons a creature can wield. Different ammo types cost and weigh different amounts.
Arrows (20) : 1 GP | 1 LB
Ballista Bolt : 1 GP | 2 LB
Blowgun Needles (50) : 1 GP | 1 LB
Crossbow Bolts (20) : 1 GP | 1.5 LB
Greatbow Arrows (5) : 1 GP | 5 LB
Sling Bullets (20) : 4 CP | 1.5 LB
Firearm Bullets (20) : 2 GP | 2 LB
A simple piece of jewelry one can wear around their neck. Comes in two flavors: mundane and exquisite.
Mundane Amulet : 5 SP | 0 LB
Exquisite Amulet : 5 GP | 0 LB
| 50 GP | 0 LB |
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.
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.
Crystal : 10 GP | 1 LB
Orb : 20 GP | 3 LB
Rod : 10 GP | 2 LB
Staff : 5 GP | 4 LB
Wand : 10 GP | 1 LB
| 2 GP | 5 LB |
The backpack is a special container that can only 30 pounds of supplies.
| 1 GP | 2 LB |
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. 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 save.
| 2 GP | 70 LB |
A nice, round barrel that can hold 40 gallons of liquid at a time.
| 4 SP | 2 LB |
The basket is a simple container that can hole 40 pounds of supplies despite being a simple basket.
| 2 GP | 1 LB |
This short blade can be attached to the end of a firearm or crossbow as an action, allowing the weapon to be used in a melee attack. A bayonet on a ranged weapon is treated as a spear in terms of proficiency and damage. When wielded alone, a bayonet is treated as a dagger.
| 1 GP | 7 LB |
A nice bedroll for when a bed is too far away.
| 1 GP | 0 LB |
A bell. Ring it to make noise.
| 1 GP | 0 LB |
A simple leather belt, used to keep your pants up and give your outfit some decor.
| 50 GP | 2 LB |
A beacon is a tinkers invention that appears to be a larger version of a lantern. It casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you turn the light on or off or you can lower the hood, reducing the light to dim light in a 5-foot radius.
| 5 SP | 3 LB |
A soft blanket for keeping warm.
| 40 GP | 0.5 LB |
A fine grey powder with large grains and the faint smell of sulfur and charcoal that comes in small packets weighing 1/2 pound.
When ignited by 1 or more fire or lightning damage, it explodes violently. All creatures within 10 feet of it must make a DC 14 Dexterity saving throw. On failure, they take 1d4 fire + 1d4 thunder damage, or half as much on a success. The amount of damage increases by 1d4 (both the fire and thunder) and the radius increases by 5 feet for each additional packet of Blasting Powder detonated in the same spot, up to a maximum of five packets. Deals double damage to buildings and structures. Creatures in range of more than one stack of up to 5 explosives at the same time take damage only from the highest damage effect.
Frequently used for mining and other responsible things... until adventurers get their hands on it.
| 1 GP | 5 LB |
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.
| 10 GP | 5 LB |
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).
| 2 GP | 2 LB |
A small, glass bottle that can hold a maximum of 1.5 pints of liquid.
| 5 CP | 2 LB |
This is a bucket. There's more. It can hold a whopping 3 gallons liquid or 1/2 cubic foot of solid material.
| 2000 GP | 10 LB |
This small backpack allows the wearer to communicate with other buzzboxes within 5 miles of it. The device is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
| 1 GP | 2 LB |
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
| 1 CP | 0 LB |
A simple candle that, for 1 hour, sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
| 2 GP | 10 LB |
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
| 1 CP | 0 LB |
A piece of chalk. Useful for marking locations or objects.
| 5 GP | 25 LB |
A nice, big chest, capible of holding 300 pounds of items.
| 25 GP | 12 LB |
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.
| 5 SP | 3 LB |
A simple set of clothes. Worthy of a villager.
| 5 GP | 4 LB |
A nice costume of whatever. Comes with a mask.
| 15 GP | 6 LB |
A set of clothes perfectly fit for a noble.
| 2 GP | 4 LB |
A set of well-made clothes meant for traveling.
| 25 GP | 2 LB |
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).
| 2 GP | 5 LB |
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
| 5 GP | 0 LB |
Can make holes in things. Can destroy a lock with a DC of 14 or lower to pick or break with 10 minutes of work.
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.
Sprig of Mistletoe : 1 GP | 0 LB
Totem : 1 GP | 0 LB
Wooden Staff : 5 GP | 4 LB
Yew Wand : 10 GP | 1 LB
| 25 GP | 0 LB |
This small container is capable of producing a tiny flame that sheds bright light in 5-foot radius and dim light for an additional 5 feet. Using it to light a torch - or anything else with exposed fuel - takes an action.
| 50 GP | 2 LB |
A flashlight casts bright light in a 60-foot cone and dim light for an additional 60 feet. As an action, you can turn the flashlight on or off.
| 2 CP | 1 LB |
A small flash that can hold 1 pint of liquid.
| 5 CP | 0 LB |
One or more glowsticks can be lit using your action, providing bright light in a 10-foot radius and dim light for an additional 10 feet for 8 hours. Once lit, a glowstick cannot be extinguished.
| 2 GP | 4 LB |
A hook meant to be tied to some rope in order to help one clib upward.
| 1 GP | 3 LB |
A simple hammer. Used to bonk people or ram thin but sharp objects in.
| 5 GP | 3 LB |
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.
A holy symbol is a representation of the Holy Light. It can take the form of an Amulet, an Emblem on a shield or a piece of armor, a small box that's used as a Reliquary, or a holt tome known as a Libram. A Paladin or Priest 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.
Amulet : 5 GP | 1 LB
Emblem : 5 GP | 0 LB
Reliquary : 5 GP | 2 LB
Libram : 10 GP | 5 LB
| 25 GP | 1 LB |
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 Paladin or Priest 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.
| 2 GP | 1 LB |
A small device full of sand that can track how much time is left within an hour.
| 4 GP | 0 LB |
A small bottle of ink, used for writing things down.
| 2 CP | 0 LB |
Typically a feather with a ball-point at the end. Used with ink to write with.
| 2 CP | 4 LB |
A simple jug or pitcher that can hold a whole gallon of liquid.
| 5 SP | 1 LB |
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.
| 10 GP | 2 LB |
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.
| 5 GP | 2 LB |
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.
| 10 GP | 1 LB |
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 GM may decide that better locks are available for higher prices.
| 5 GP | 0 LB |
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.
| 2 GP | 6 LB |
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.
A musical instrument is a simple tool that you can play in order to produce sound. If played correctly, you can play a song. Below are a list of musical instruments, along with their cost and weight.
Drum : 6 GP | 3 LB
Dulcimer : 25 GP | 10 LB
Flute : 2 GP | 1 LB
Horn : 3 GP | 2 LB
Lute : 35 GP | 2 LB
Lyre : 30 GP | 2 LB
Shawm : 2 GP | 1 LB
Viol : 30 GP | 1 LB
| 1 SP | 1 LB |
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.
| 1 SP | 0 LB |
A simple piece of clean paper.
| 30 GP | 15 LB |
A creature wearing this backpack-shaped piece of gear can deploy it as a reaction while falling. The creature's falling speed is reduced to 60 feet per round until it lands, taking no damage, and the creature becomes one size larger for purposes of space. Once it has been used, the parachute takes 10 minutes to repack.
| 5 CP | 0 LB |
A simple piece of parchment paper.
| 5 GP | 0 LB |
A nice smelling perfume that once can put on themselves to make themselves smell better.
| 2 GP | 10 LB |
A simple pickaxe used for mining and harvesting ores.
| 5 CP | 0.25 LB |
A peg or spike driven into a rock or crack to support a climber or a rope.
| 2 GP | 10 LB |
A huge pot made of iron. Can hold up to 1 gallon of liquid.
| 4 GP | 35 LB |
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.
A simple ring one can wear on their rings. You only have 4 ring slots. I sure hope you aren't wearing one of this for the sake of it.
Mundane Ring : 3 SP | 0 LB
Exquisite Ring : 3 GP | 0 LB
| 1 CP | 0.5 LB |
A burlab sack, capable of holding 30 pounds of equipment or items.
| 5 GP | 3 LB |
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.
| 60 GP | 15 LB |
A scope can be attached to a two-handed firearm or crossbow using 1 minute. You can use your bonus action to aim through the scope, removing the disadvantage of attacking at long range until the end of your turn.
| 5 SP | 0 LB |
A special wax that's useful for sealing letters and envelops.
| 2 GP | 5 LB |
A useful tool for digging in the dirt. Or any other material on the ground.
| 5 CP | 0 LB |
A simple whistle that makes a loud noise when you blow it.
| 2 GP | 10 LB |
A larger hammer for larger things. Or you want to sing about your love to someone.
| 2 CP | 0 LB |
A small item that's useful for cleaning creatures and items alike. Just don't eat it.
| 50 GP | 3 LB |
Essential for Mages, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
| 1 GP | 5 LB |
Small, sharp spikes mades of iron. Very sharp.
| 5 GP | 1 LB |
Objects viewed through a spyglass are magnified to twice their size.
| 2 SP | 0.5 LB |
A simple hand mirror who's shell and handle are made of steel.
| 2 GP | 20 LB |
A simple tent that can house two people. Might be a bit cramped if you try to house more.
| 25 GP | 2 LB |
A pocket-sized clock that allows whoever looks upon it to know what time it currently is.
| 5 SP | 1 LB |
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.
| 1 CP | 1 LB |
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.
| 2 SP | 5 LB (Full) |
A simple waterskin that can hold 4 pints of liquid, but gets heavier when full.