-
Abacus
Adventuring Gear
G
2
2.0
Source: Player's Handbook p. 150
-
Acid (vial)
Adventuring Gear
G
1
25.0
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.
Source: Player's Handbook p. 148
2d6
-
Alchemist's Fire (flask)
Adventuring Gear
G
1
50.0
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.
Source: Player's Handbook p. 148
1d4
-
Alchemist's Supplies
Artisan Tools
G
8
50.0
Source: Player's Handbook p. 154
-
Ale (Gallon)
Food and Drink
G
0.2
Source: Player's Handbook p. 158
-
Ale (Mug)
Food and Drink
G
0.04
Source: Player's Handbook p. 158
-
Amulet
Spellcasting Focus
G
1
5.0
A holy symbol is a representation of a god or pantheon.
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.
Source: Player's Handbook p. 151
-
Antitoxin (vial)
Adventuring Gear
G
50.0
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.
Source: Player's Handbook p. 151
-
Backpack
Adventuring Gear
G
5
2.0
A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Source: Player's Handbook p. 153
-
Bagpipes
Instrument
G
6
30.0
Source: Player's Handbook p. 154
-
Ball Bearing
Adventuring Gear
G
0.002
0.001
Most commonly found inside a Ball Bearings (Bag of 1,000).
Source: Player's Handbook p. 151
-
Ball Bearings (bag of 1,000)
Adventuring Gear
G
2
1.0
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.
Source: Player's Handbook p. 151
-
Barrel
Adventuring Gear
G
70
2.0
A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.
Source: Player's Handbook p. 153
-
Basic Poison (vial)
Adventuring Gear, Poison
G
100.0
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.
Source: Player's Handbook p. 153
1d4
-
Basket
Adventuring Gear
G
2
0.4
A basket holds 2 cubic feet or 40 pounds of gear.
Source: Player's Handbook p. 153
-
Bedroll
Adventuring Gear
G
7
1.0
Source: Player's Handbook p. 150
-
Bell
Adventuring Gear
G
1.0
Source: Player's Handbook p. 150
-
Bit and bridle
Tack and Harness
G
1
2.0
Source: Player's Handbook p. 157
-
Blanket
Adventuring Gear
G
3
0.5
Source: Player's Handbook p. 150
-
Block and Tackle
Adventuring Gear
G
5
1.0
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.
Source: Player's Handbook p. 151
-
Book
Adventuring Gear
G
5
25.0
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.
Source: Player's Handbook p. 151
-
Brewer's Supplies
Artisan Tools
G
9
20.0
Source: Player's Handbook p. 154
-
Bucket
Adventuring Gear
G
2
0.05
A bucket holds 3 gallons of liquid or ½ cubic foot of solids.
Source: Player's Handbook p. 153
-
Bullseye Lantern
Adventuring Gear
G
2
10.0
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.
Source: Player's Handbook p. 152
-
Burglar's Pack
Adventuring Gear
G
44.5
16.0
Includes:
• a backpack
• a Ball Bearings (Bag of 1,000)
• 10 feet of string
• a bell
• 5 candle
• a crowbar
• a hammer
• 10 piton
• a hooded lantern
• 2 Oil (flask)
• 5 days Rations (1 day)
• a tinderbox
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151
-
Calligrapher's Supplies
Artisan Tools
G
5
10.0
Source: Player's Handbook p. 154
-
Caltrop
Adventuring Gear
G
0.1
0.05
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.
Source: Player's Handbook p. 151
-
Caltrops (bag of 20)
Adventuring Gear
G
2
1.0
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.
Source: Player's Handbook p. 151
-
Camel
Mount
G
50.0
Source: Player's Handbook p. 157
-
Candle
Adventuring Gear
G
0.01
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Source: Player's Handbook p. 151
-
Canvas (1 sq. yd.)
Trade Good
G
0.1
Source: Player's Handbook p. 157
-
Carpenter's Tools
Artisan Tools
G
6
8.0
Source: Player's Handbook p. 154
-
Carriage
Vehicle (land)
G
600
100.0
Source: Player's Handbook p. 157
-
Cart
Vehicle (land)
G
200
15.0
Source: Player's Handbook p. 157
-
Cartographer's Tools
Artisan Tools
G
6
15.0
Source: Player's Handbook p. 154
-
Chain (10 feet)
Adventuring Gear
G
10
5.0
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Source: Player's Handbook p. 151
-
Chalk (1 piece)
Adventuring Gear
G
0.01
Source: Player's Handbook p. 150
-
Chariot
Vehicle (land)
G
100
250.0
Source: Player's Handbook p. 157
-
Chest
Adventuring Gear
G
25
5.0
A chest holds 12 cubic feet or 300 pounds of gear.
Source: Player's Handbook p. 153
-
Chicken
Trade Good
G
0.02
Source: Player's Handbook p. 157
-
Chunk of Meat
Food and Drink
G
0.3
Source: Player's Handbook p. 158
-
Cinnamon
Trade Good
G
1
2.0
Source: Player's Handbook p. 157
-
Climber's Kit
Adventuring Gear
G
12
25.0
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.
Source: Player's Handbook p. 151
-
Cloves
Trade Good
G
1
3.0
Source: Player's Handbook p. 157
-
Cobbler's Tools
Artisan Tools
G
5
5.0
Source: Player's Handbook p. 154
-
Common Clothes
Adventuring Gear
G
3
0.5
Source: Player's Handbook p. 150
-
Common Wine (Pitcher)
Food and Drink
G
0.2
Source: Player's Handbook p. 158
-
Component Pouch
Adventuring Gear
G
2
25.0
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).
Source: Player's Handbook p. 151
-
Cook's Utensils
Artisan Tools
G
8
1.0
Source: Player's Handbook p. 154
-
Copper
Trade Good
G
1
0.5
Source: Player's Handbook p. 157
-
Copper (cp)
$
0.02
0.01
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143
-
Costume Clothes
Adventuring Gear
G
4
5.0
Source: Player's Handbook p. 150
-
Cotton Cloth (1 sq. yd.)
Trade Good
G
0.5
Source: Player's Handbook p. 157
-
Cow
Trade Good
G
10.0
Source: Player's Handbook p. 157
-
Crossbow Bolt Case
Adventuring Gear
G
1
1.0
This wooden case can hold up to twenty crossbow bolt.
Source: Player's Handbook p. 151
-
Crowbar
Adventuring Gear
G
5
2.0
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Source: Player's Handbook p. 151
-
Dice Set
Gaming Set
G
0.1
Source: Player's Handbook p. 154
-
Diplomat's Pack
Adventuring Gear
G
36
39.0
Includes:
• a chest
• 2 Map or Scroll Case
• a set of fine clothes
• a Ink (1-ounce bottle)
• an ink pen
• a lamp
• 2 Oil (flask)
• 5 Paper (one sheet)
• a Perfume (vial)
• sealing wax
• soap
Source: Player's Handbook p. 151
-
Disguise Kit
Tools
G
3
25.0
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.
Source: Player's Handbook p. 154
-
Donkey
Mount
G
8.0
Source: Player's Handbook p. 157
-
Draft Horse
Mount
G
50.0
Source: Player's Handbook p. 157
-
Dragonchess Set
Gaming Set
G
0.5
1.0
Source: Player's Handbook p. 154
-
Drum
Instrument
G
3
6.0
Source: Player's Handbook p. 154
-
Dulcimer
Instrument
G
10
25.0
Source: Player's Handbook p. 154
-
Dungeoneer's Pack
Adventuring Gear
G
61.5
12.0
Includes:
• a backpack
• a crowbar
• a hammer
• 10 piton
• 10 torch
• a tinderbox
• 10 days of Rations (1 day)
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151
-
Electrum (ep)
$
0.02
0.5
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143
-
Elephant
Mount
G
200.0
Source: Player's Handbook p. 157
-
Emblem
Spellcasting Focus
G
5.0
A holy symbol is a representation of a god or pantheon.
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.
Source: Player's Handbook p. 151
-
Entertainer's Pack
Adventuring Gear
G
38
40.0
Includes:
• a backpack
• a bedroll
• 2 Costume Clothes
• 5 candle
• 5 days of Rations (1 day)
• a waterskin
• a disguise kit
Source: Player's Handbook p. 151
-
Exotic Saddle
Tack and Harness
G
40
60.0
An exotic saddle is required for riding any aquatic or flying mount.
Source: Player's Handbook p. 157
-
Explorer's Pack
Adventuring Gear
G
59
10.0
Includes:
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torch
• 10 days of Rations (1 day)
• a waterskin
• Hempen Rope (50 feet)
Source: Player's Handbook p. 151
-
Feed (per day)
Tack and Harness
G
10
0.05
Source: Player's Handbook p. 157
-
Fine Clothes
Adventuring Gear
G
6
15.0
Source: Player's Handbook p. 150
-
Fine Wine (Bottle)
Food and Drink
G
10.0
Source: Player's Handbook p. 158
-
Fishing Tackle
Adventuring Gear
G
4
1.0
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Source: Player's Handbook p. 151
-
Flask
Adventuring Gear
G
1
0.02
A flask holds 1 pint of liquid.
Source: Player's Handbook p. 153
-
Flour
Trade Good
G
1
0.02
Source: Player's Handbook p. 157
-
Flute
Instrument
G
1
2.0
Source: Player's Handbook p. 154
-
Forgery Kit
Tools
G
5
15.0
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.
Source: Player's Handbook p. 154
-
Ginger
Trade Good
G
1
1.0
Source: Player's Handbook p. 157
-
Glass Bottle
Adventuring Gear
G
2
2.0
A bottle holds 1½ pints of liquid.
Source: Player's Handbook p. 153
-
Glassblower's Tools
Artisan Tools
G
5
30.0
Source: Player's Handbook p. 154
-
Goat
Trade Good
G
1.0
Source: Player's Handbook p. 157
-
Gold
Trade Good
G
1
50.0
Source: Player's Handbook p. 157
-
Gold (gp)
$
0.02
1.0
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143
-
Grappling Hook
Adventuring Gear
G
4
2.0
Source: Player's Handbook p. 150
-
Hammer
Adventuring Gear
G
3
1.0
Source: Player's Handbook p. 150
-
Healer's Kit
Adventuring Gear
G
3
5.0
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.
Source: Player's Handbook p. 151
-
Hempen Rope (50 feet)
Adventuring Gear
G
10
1.0
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Source: Player's Handbook p. 153
-
Herbalism Kit
Tools
G
3
5.0
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.
Source: Player's Handbook p. 154
-
Holy Water (flask)
Adventuring Gear
G
1
25.0
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.
Source: Player's Handbook p. 151
2d6
-
Hooded Lantern
Adventuring Gear
G
2
5.0
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.
Source: Player's Handbook p. 152
-
Horn
Instrument
G
2
3.0
Source: Player's Handbook p. 154
-
Hourglass
Adventuring Gear
G
1
25.0
Source: Player's Handbook p. 150
-
Hunk of Cheese
Food and Drink
G
0.1
Source: Player's Handbook p. 158
-
Hunting Trap
Adventuring Gear
G
25
5.0
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.
Source: Player's Handbook p. 152
1d4
-
Ink (1-ounce bottle)
Adventuring Gear
G
10.0
Ink (1-ounce bottle)
Source: Player's Handbook p. 150
-
Ink Pen
Adventuring Gear
G
0.02
Source: Player's Handbook p. 150
-
Iron
Trade Good
G
1
0.1
Source: Player's Handbook p. 157
-
Iron Pot
Adventuring Gear
G
10
2.0
An iron pot holds 1 gallon of liquid.
Source: Player's Handbook p. 153
-
Iron Spike
Adventuring Gear
G
0.5
0.1
Source: Player's Handbook p. 150
-
Iron Spikes (10)
Adventuring Gear
G
5
1.0
Source: Player's Handbook p. 150
-
Jeweler's Tools
Artisan Tools
G
2
25.0
Source: Player's Handbook p. 154
-
Jug
Adventuring Gear
G
4
0.02
A jug holds 1 gallon of liquid.
Source: Player's Handbook p. 153
-
Ladder (10-foot)
Adventuring Gear
G
25
0.1
Ladder (10-foot)
Source: Player's Handbook p. 150
-
Lamp
Adventuring Gear
G
1
0.5
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.
Source: Player's Handbook p. 152
-
Leatherworker's Tools
Artisan Tools
G
5
5.0
Source: Player's Handbook p. 154
-
Linen (1 sq. yd.)
Trade Good
G
5.0
Source: Player's Handbook p. 157
-
Loaf of Bread
Food and Drink
G
0.02
Source: Player's Handbook p. 158
-
Lock
Adventuring Gear
G
1
10.0
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.
Source: Player's Handbook p. 152
-
Lute
Instrument
G
2
35.0
Source: Player's Handbook p. 154
-
Lyre
Instrument
G
2
30.0
Source: Player's Handbook p. 154
-
Magnifying Glass
Adventuring Gear
G
100.0
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.
Source: Player's Handbook p. 152
-
Manacles
Adventuring Gear
G
6
2.0
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.
Source: Player's Handbook p. 152
-
Map or Scroll Case
Adventuring Gear
G
1
1.0
This cylindrical leather case can hold up to ten rolled-up paper (one sheet) or five rolled-up parchment (one sheet).
Source: Player's Handbook p. 151
-
Mason's Tools
Artisan Tools
G
8
10.0
Source: Player's Handbook p. 154
-
Mastiff
Mount
G
25.0
Source: Player's Handbook p. 157
-
Merchant's Scale
Adventuring Gear
G
3
5.0
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.
Source: Player's Handbook p. 153
-
Mess Kit
Adventuring Gear
G
1
0.2
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.
Source: Player's Handbook p. 152
-
Military Saddle
Tack and Harness
G
30
20.0
A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted.
Source: Player's Handbook p. 157
-
Miner's Pick
Adventuring Gear
G
10
2.0
Source: Player's Handbook p. 150
-
Mule
Mount
G
8.0
Source: Player's Handbook p. 157
-
Navigator's Tools
Tools
G
2
25.0
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.
Source: Player's Handbook p. 154
-
Oil (flask)
Adventuring Gear
G
1
0.1
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.
Source: Player's Handbook p. 152
-
Ox
Trade Good
G
15.0
Source: Player's Handbook p. 157
-
Pack Saddle
Tack and Harness
G
15
5.0
Source: Player's Handbook p. 157
-
Painter's Supplies
Artisan Tools
G
5
10.0
Source: Player's Handbook p. 154
-
Pan Flute
Instrument
G
2
12.0
Source: Player's Handbook p. 154
-
Paper (one sheet)
Adventuring Gear
G
0.2
Source: Player's Handbook p. 150
-
Parchment (one sheet)
Adventuring Gear
G
0.1
Source: Player's Handbook p. 150
-
Pepper
Trade Good
G
1
2.0
Source: Player's Handbook p. 157
-
Perfume (vial)
Adventuring Gear
G
5.0
Source: Player's Handbook p. 150
-
Pig
Trade Good
G
3.0
Source: Player's Handbook p. 157
-
Pitcher
Adventuring Gear
G
4
0.02
A pitcher holds 1 gallon of liquid.
Source: Player's Handbook p. 153
-
Piton
Adventuring Gear
G
0.25
0.05
Source: Player's Handbook p. 150
-
Platinum
Trade Good
G
1
500.0
Source: Player's Handbook p. 157
-
Platinum (pp)
$
0.02
10.0
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143
-
Playing Card Set
Gaming Set
G
0.5
Source: Player's Handbook p. 154
-
Poisoner's Kit
Tools
G
2
50.0
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.
Additionally, the Crafting and Harvesting Poison rules require the use of a poisoner's kit.
Source: Player's Handbook p. 154
-
Pole (10-foot)
Adventuring Gear
G
7
0.05
Source: Player's Handbook p. 150
-
Pony
Mount
G
30.0
Source: Player's Handbook p. 157
-
Portable Ram
Adventuring Gear
G
35
4.0
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.
Source: Player's Handbook p. 153
-
Potter's Tools
Artisan Tools
G
3
10.0
Source: Player's Handbook p. 154
-
Pouch
Adventuring Gear
G
1
0.5
A cloth or leather pouch can hold up to 20 sling bullet or 50 blowgun needle, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.
Source: Player's Handbook p. 153
-
Priest's Pack
Adventuring Gear
G
24
19.0
Includes:
• a backpack
• a blanket
• 10 candle
• a tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of Rations (1 day)
• a waterskin.
Source: Player's Handbook p. 151
-
Quiver
Adventuring Gear
G
1
1.0
A quiver can hold up to 20 arrow.
Source: Player's Handbook p. 153
-
Rations (1 day)
Adventuring Gear
G
2
0.5
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Source: Player's Handbook p. 153
-
Reliquary
Spellcasting Focus
G
2
5.0
A holy symbol is a representation of a god or pantheon.
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.
Source: Player's Handbook p. 151
-
Riding Horse
Mount
G
75.0
Source: Player's Handbook p. 157
-
Riding Saddle
Tack and Harness
G
25
10.0
Source: Player's Handbook p. 157
-
Robes
Adventuring Gear
G
4
1.0
Source: Player's Handbook p. 150
-
Sack
Adventuring Gear
G
0.5
0.01
A sack can hold up to 1 cubic foot or 30 pounds of gear.
Source: Player's Handbook p. 153
-
Saddlebags
Tack and Harness
G
8
4.0
Source: Player's Handbook p. 157
-
Saffron
Trade Good
G
1
15.0
Source: Player's Handbook p. 157
-
Salt
Trade Good
G
1
0.05
Source: Player's Handbook p. 157
-
Scholar's Pack
Adventuring Gear
G
10
40.0
Includes:
• a backpack
• a book of lore
• a Ink (1-ounce bottle)
• an ink pen
• 10 Parchment (one sheet)
• a little bag of sand
• a small knife.
Source: Player's Handbook p. 151
-
Sealing Wax
Adventuring Gear
G
0.5
Source: Player's Handbook p. 150
-
Shawm
Instrument
G
1
2.0
Source: Player's Handbook p. 154
-
Sheep
Trade Good
G
2.0
Source: Player's Handbook p. 157
-
Shovel
Adventuring Gear
G
5
2.0
Source: Player's Handbook p. 150
-
Signal Whistle
Adventuring Gear
G
0.05
Source: Player's Handbook p. 150
-
Signet Ring
Adventuring Gear
G
5.0
Source: Player's Handbook p. 150
-
Silk (1 sq. yd.)
Trade Good
G
10.0
Source: Player's Handbook p. 157
-
Silk Rope (50 feet)
Adventuring Gear
G
5
10.0
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Source: Player's Handbook p. 153
-
Silver
Trade Good
G
1
5.0
Source: Player's Handbook p. 157
-
Silver (sp)
$
0.02
0.1
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
Source: Player's Handbook p. 143
-
Sled
Vehicle (land)
G
300
20.0
Source: Player's Handbook p. 157
-
Sledgehammer
Adventuring Gear
G
10
2.0
Source: Player's Handbook p. 150
-
Smith's Tools
Artisan Tools
G
8
20.0
Source: Player's Handbook p. 154
-
Soap
Adventuring Gear
G
0.02
Source: Player's Handbook p. 150
-
Spellbook
Adventuring Gear
G
3
50.0
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Source: Player's Handbook p. 153
-
Sprig of Mistletoe
Spellcasting Focus
G
1.0
A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151
-
Spyglass
Adventuring Gear
G
1
1000.0
Objects viewed through a spyglass are magnified to twice their size.
Source: Player's Handbook p. 153
-
Stabling (per day)
Tack and Harness
G
0.5
Source: Player's Handbook p. 157
-
Steel Mirror
Adventuring Gear
G
0.5
5.0
Source: Player's Handbook p. 150
-
Tankard
Adventuring Gear
G
1
0.02
A tankard holds 1 pint of liquid.
Source: Player's Handbook p. 153
-
Thieves' Tools
Tools
G
1
25.0
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.
Source: Player's Handbook p. 154
-
Three-Dragon Ante Set
Gaming Set
G
1.0
Source: Player's Handbook p. 154
-
Tinderbox
Adventuring Gear
G
1
0.5
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.
Source: Player's Handbook p. 153
-
Tinker's Tools
Artisan Tools
G
10
50.0
Source: Player's Handbook p. 154
-
Torch
Adventuring Gear
G
1
0.01
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.
Source: Player's Handbook p. 153
-
Totem
Spellcasting Focus
G
1.0
A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151
-
Traveler's Clothes
Adventuring Gear
G
4
2.0
Source: Player's Handbook p. 150
-
Trinket
Adventuring Gear
G
When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.
Player's Handbook Trinket Table
d100 | Trinket
01 | A mummified goblin hand
02 | A piece of crystal that faintly glows in the moonlight
03 | A gold coin minted in an unknown land
04 | A diary written in a language you don't know
05 | A brass ring that never tarnishes
06 | An old chess piece made from glass
07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
09 | A rope necklace from which dangles four mummified elf fingers
10 | The deed for a parcel of land in a realm unknown to you
11 | A 1-ounce block made from an unknown material
12 | A small cloth doll skewered with needles
13 | A tooth from an unknown beast
14 | An enormous scale, perhaps from a dragon
15 | A bright green feather
16 | An old divination card bearing your likeness
17 | A glass orb filled with moving smoke
18 | A 1-pound egg with a bright red shell
19 | A pipe that blows bubbles
20 | A glass jar containing a weird bit of flesh floating in pickling fluid
21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
22 | A small wooden statuette of a smug halfling
23 | A brass orb etched with strange runes
24 | A multicolored stone disk
25 | A tiny silver icon of a raven
26 | A bag containing forty-seven humanoid teeth, one of which is rotten
27 | A shard of obsidian that always feels warm to the touch
28 | A dragon's bony talon hanging from a plain leather necklace
29 | A pair of old socks
30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
31 | A silver badge in the shape of a five-pointed star
32 | A knife that belonged to a relative
33 | A glass vial filled with nail clippings
34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet
35 | A white, sequined glove sized for a human
36 | A vest with one hundred tiny pockets
37 | A small, weightless stone block
38 | A tiny sketch portrait of a goblin
39 | An empty glass vial that smells of perfume when opened
40 | A gemstone that looks like a lump of coal when examined by anyone but you
41 | A scrap of cloth from an old banner
42 | A rank insignia from a lost legionnaire
43 | A tiny silver bell without a clapper
44 | A mechanical canary inside a gnomish lamp
45 | A tiny chest carved to look like it has numerous feet on the bottom
46 | A dead sprite inside a clear glass bottle
47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
48 | A glass orb filled with water, in which swims a clockwork goldfish
49 | A silver spoon with an 'M' engraved on the handle
50 | A whistle made from gold-colored wood
51 | A dead scarab beetle the size of your hand
52 | Two toy soldiers, one with a missing head
53 | A small box filled with different-sized buttons
54 | A candle that can't be lit
55 | A tiny cage with no door
56 | An old key
57 | An indecipherable treasure map
58 | A hilt from a broken sword
59 | A rabbit's foot
60 | A glass eye
61 | A cameo carved in the likeness of a hideous person
62 | A silver skull the size of a coin
63 | An alabaster mask
64 | A pyramid of sticky black incense that smells very bad
65 | A nightcap that, when worn, gives you pleasant dreams
66 | A single caltrop made from bone
67 | A gold monocle frame without the lens
68 | A 1-inch cube, each side painted a different color
69 | A crystal knob from a door
70 | A small packet filled with pink dust
71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment
72 | A silver teardrop earring made from a real teardrop
73 | The shell of an egg painted with scenes of human misery in disturbing detail
74 | A fan that, when unfolded, shows a sleeping cat
75 | A set of bone pipes
76 | A four-leaf clover pressed inside a book discussing manners and etiquette
77 | A sheet of parchment upon which is drawn a complex mechanical contraption
78 | An ornate scabbard that fits no blade you have found so far
79 | An invitation to a party where a murder happened
80 | A bronze pentacle with an etching of a rat's head in its center
81 | A purple handkerchief embroidered with the name of a powerful archmage
82 | Half of a floorplan for a temple, castle, or some other structure
83 | A bit of folded cloth that, when unfolded, turns into a stylish cap
84 | A receipt of deposit at a bank in a far-flung city
85 | A diary with seven missing pages
86 | An empty silver snuffbox bearing an inscription on the surface that says "dreams"
87 | An iron holy symbol devoted to an unknown god
88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
89 | A vial of dragon blood
90 | An ancient arrow of elven design
91 | A needle that never bends
92 | An ornate brooch of dwarven design
93 | An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W"
94 | A mosaic tile with a multicolored, glazed surface
95 | A petrified mouse
96 | A black pirate flag adorned with a dragon's skull and crossbones
97 | A tiny mechanical crab or spider that moves about when it's not being observed
98 | A glass jar containing lard with a label that reads, "Griffon Grease"
99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
100 | A metal urn containing the ashes of a hero
Source: Player's Handbook p. 159
-
Two-Person Tent
Adventuring Gear
G
20
2.0
A simple and portable canvas shelter, a tent sleeps two.
Source: Player's Handbook p. 153
-
Vial
Adventuring Gear
G
1.0
A vial can hold up to 4 ounces of liquid.
Source: Player's Handbook p. 153
-
Viol
Instrument
G
1
30.0
Source: Player's Handbook p. 154
-
Wagon
Vehicle (land)
G
400
35.0
Source: Player's Handbook p. 157
-
Warhorse
Mount
G
400.0
Source: Player's Handbook p. 157
-
Waterskin
Adventuring Gear
G
5
0.2
A waterskin can hold up to 4 pints of liquid.
Source: Player's Handbook p. 153
-
Weaver's Tools
Artisan Tools
G
5
1.0
Source: Player's Handbook p. 154
-
Wheat
Trade Good
G
1
0.01
Source: Player's Handbook p. 157
-
Whetstone
Adventuring Gear
G
1
0.01
Source: Player's Handbook p. 150
-
Woodcarver's Tools
Artisan Tools
G
5
1.0
Source: Player's Handbook p. 154
-
Wooden Staff
Spellcasting Focus
G
4
5.0
V
1d6
1d8
B
A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151
-
Yew Wand
Spellcasting Focus
G
1
10.0
A druid can use this object as a spellcasting focus.
Source: Player's Handbook p. 151
-
Arcane Focus
Spellcasting Focus
G
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.
Crystal
Orb
Rod
Staff
Wand
Source: Player's Handbook p. 151
-
Artisan's Tools
Artisan Tools
G
Alchemist's Supplies
Brewer's Supplies
Calligrapher's Supplies
Carpenter's Tools
Cartographer's Tools
Cobbler's Tools
Cook's Utensils
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Painter's Supplies
Potter's Tools
Smith's Tools
Tinker's Tools
Weaver's Tools
Woodcarver's Tools
Source: Player's Handbook p. 154
-
Druidic Focus
Spellcasting Focus
G
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
Totem
Wooden staff
Yew wand
Source: Player's Handbook p. 151
-
Gaming Set
Gaming Set
G
Dice Set
Dragonchess Set
Playing Card Set
Three-Dragon Ante Set
Source: Player's Handbook p. 154
-
Holy Symbol
Spellcasting Focus
G
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.
Amulet
Emblem
Reliquary
Source: Player's Handbook p. 151
-
Musical Instrument
Instrument
G
Bagpipes
Drum
Dulcimer
Flute
Horn
Lute
Lyre
Pan Flute
Shawm
Viol
Source: Player's Handbook p. 154