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