Equipment
Coins
Weapons
Armor
Tools
Adventuring Gear
Adventuring Gear
Acid
Alchemist's Fire
Ammunition
Antitoxin
Arcane Focus
Backpack
Ball Bearings
Barrel
Basket
Bedroll
Bell
Blanket
Block and Tackle
Book
Bottle, Glass
Bucket
Burglar's Pack
Caltrops
Candle
Case, Crossbow Bolt
Case, Map or Scroll
Chain
Chest
Climber's Kit
Clothes, Fine
Clothes, Traveler's
Component Pouch
Costume
Crowbar
Diplomat's Pack
Druidic Focus
Dungeoneer's Pack
Entertainer's Pack
Explorer's Pack
Flask
Grappling Hook
Healer's Kit
Holy Symbol
Holy Water
Hunting Trap
Ink
Ink Pen
Jug
Ladder
Lamp
Lantern, Bullseye
Lantern, Hooded
Lock
Magnifying Glass
Manacles
Map
Mirror
Net
Oil
Paper
Parchment
Perfume
Poison, Basic
Pole
Pot, Iron
Potion of Healing
Pouch
Priest's Pack
Quiver
Ram, Portable
Rations
Robe
Rope
Sack
Scholar's Pack
Shovel
Signal Whistle
Spell Scroll
Spikes, Iron
Spyglass
String
Tent
Tinderbox
Torch
Vial
Waterskin
Mounts and Vehicles
Services
Magic Items
Crafting Equipment
⟵ 2024 D&D
The right equipment can make the difference between success and failure for adventurers. This page provides rules and prices for weapons, armor, and other kinds of equipment that characters might purchase or find. The DM lets you know if a shop has an item for sale and whether it's available at the listed price.
Coins
Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they're worth relative to the Gold Piece, which is the game's main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.
A coin weighs about a third of an ounce, so fifty coins weigh a pound.
Coin Values
Coin
Value in GP
Copper Piece (CP)
1/100
Silver Piece (SP)
1/10
Electrum Piece (EP)
1/2
Gold Piece (GP)
1
Platinum Piece (PP)
10
Selling EquipmentEquipment fetches half its cost when sold. In contrast, trade goods and valuables — like gems and art objects — retain their full value in the marketplace. The Dungeon Master's Guide has prices for magic items .
Weapons
The Weapons table in this section shows the game's main weapons. The table lists the cost and weight of each weapon, as well as the following details:
Category. Every weapon falls into a category: Simple or Martial. Weapon proficiencies are usually tied to one of these categories. For example, you might have proficiency with Simple weapons.
Melee or Ranged. A weapon is classified as either Melee or Ranged. A Melee weapon is used to attack a target within 5 feet, whereas a Ranged weapon is used to attack at a greater distance.
Damage. The table lists the amount of damage a weapon deals when an attacker hits with it as well as the type of that damage.
Properties. Any properties a weapon has are listed in the Properties column. Each property is defined in the Properties section.
Mastery. Each weapon has a mastery property, which is defined in the Mastery Properties section. To use that property, you must have a feature that lets you use it.
Weapons
Simple Melee Weapons
Name
Damage
Properties
Mastery
Weight
Cost
Damage: 1d4 Bludgeoning Mastery: Slow
Weight: 2 lb. Cost: 1 SP
Properties: Light
1d4 Bludgeoning
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
2 lb.
1 SP
Damage: 1d4 Piercing Mastery: Nick
Weight: 1 lb. Cost: 2 GP
Properties: Finesse , Light , Thrown (Range 20/60)
1d4 Piercing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
, When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
, If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
1 lb.
2 GP
Damage: 1d8 Bludgeoning Mastery: Push
Weight: 10 lb. Cost: 2 SP
Properties: Two-Handed
1d8 Bludgeoning
A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
10 lb.
2 SP
Damage: 1d6 Slashing Mastery: Vex
Weight: 2 lb. Cost: 5 GP
Properties: Light , Thrown (Range 20/60)
1d6 Slashing
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
, If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
2 lb.
5 GP
Damage: 1d6 Piercing Mastery: Slow
Weight: 2 lb. Cost: 5 SP
Properties: Thrown (Range 30/120)
1d6 Piercing
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 30/120)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
2 lb.
5 SP
Damage: 1d4 Bludgeoning Mastery: Nick
Weight: 2 lb. Cost: 2 GP
Properties: Light , Thrown (Range 20/60)
1d4 Bludgeoning
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
, If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60)
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
2 lb.
2 GP
Damage: 1d6 Bludgeoning Mastery: Sap
Weight: 4 lb. Cost: 5 GP
Properties: --
1d6 Bludgeoning
—
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
4 lb.
5 GP
Damage: 1d6 Bludgeoning Mastery: Topple
Weight: 4 lb. Cost: 2 SP
Properties: Versatile (1d8)
1d6 Bludgeoning
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d8)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
4 lb.
2 SP
Damage: 1d4 Slashing Mastery: Nick
Weight: 2 lb. Cost: 1 GP
Properties: Light
1d4 Slashing
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
2 lb.
1 GP
Damage: 1d6 Piercing Mastery: Sap
Weight: 3 lb. Cost: 1 GP
Properties: Thrown (Range 20/60), Versatile (1d8)
1d6 Piercing
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60), A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d8)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
3 lb.
1 GP
Simple Ranged Weapons
Name
Damage
Properties
Mastery
Weight
Cost
Damage: 1d4 Piercing Mastery: Vex
Weight: 1/4 lb. Cost: 5 CP
Properties: Finesse , Thrown (Range 20/60)
1d4 Piercing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
, If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60)
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
1/4 lb.
5 CP
Damage: 1d8 Piercing Mastery: Slow
Weight: 5 lb. Cost: 25 GP
Properties: Ammunition (Range 80/320; Bolt), Loading , Two-Handed
1d8 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 80/320; Bolt), You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
5 lb.
25 GP
Damage: 1d6 Piercing Mastery: Vex
Weight: 2 lb. Cost: 25 GP
Properties: Ammunition (Range 80/320; Arrow), Two-Handed
1d6 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 80/320; Arrow), A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
2 lb.
25 GP
Damage: 1d4 Bludgeoning Mastery: Slow
Weight: -- Cost: 1 SP
Properties: Ammunition (Range 30/120; Bullet)
1d4 Bludgeoning
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 30/120; Bullet)
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
—
1 SP
Martial Melee Weapons
Name
Damage
Properties
Mastery
Weight
Cost
Damage: 1d8 Slashing Mastery: Topple
Weight: 4 lb. Cost: 10 GP
Properties: Versatile (1d10)
1d8 Slashing
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d10)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
4 lb.
10 GP
Damage: 1d8 Bludgeoning Mastery: Sap
Weight: 2 lb. Cost: 10 GP
Properties: --
1d8 Bludgeoning
—
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
2 lb.
10 GP
Damage: 1d10 Slashing Mastery: Graze
Weight: 6 lb. Cost: 20 GP
Properties: Heavy , Reach , Two-Handed
1d10 Slashing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
, A Two-Handed weapon requires two hands when you attack with it.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
6 lb.
20 GP
Damage: 1d12 Slashing Mastery: Cleave
Weight: 7 lb. Cost: 30 GP
Properties: Heavy , Two-Handed
1d12 Slashing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
7 lb.
30 GP
Damage: 2d6 Slashing Mastery: Graze
Weight: 6 lb. Cost: 50 GP
Properties: Heavy , Two-Handed
2d6 Slashing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Two-Handed weapon requires two hands when you attack with it.
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
6 lb.
50 GP
Damage: 1d10 Slashing Mastery: Cleave
Weight: 6 lb. Cost: 20 GP
Properties: Heavy , Reach , Two-Handed
1d10 Slashing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
6 lb.
20 GP
Damage: 1d10 Piercing Mastery: Topple
Weight: 6 lb. Cost: 10 GP
Properties: Heavy , Reach , Two-Handed (unless mounted)
1d10 Piercing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
, A Two-Handed weapon requires two hands when you attack with it.
(unless mounted)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
6 lb.
10 GP
Damage: 1d8 Slashing Mastery: Sap
Weight: 3 lb. Cost: 15 GP
Properties: Versatile (1d10)
1d8 Slashing
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d10)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
3 lb.
15 GP
Damage: 2d6 Bludgeoning Mastery: Topple
Weight: 10 lb. Cost: 10 GP
Properties: Heavy , Two-Handed
2d6 Bludgeoning
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
10 lb.
10 GP
Damage: 1d8 Piercing Mastery: Sap
Weight: 4 lb. Cost: 15 GP
Properties: --
1d8 Piercing
—
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
4 lb.
15 GP
Damage: 1d10 Piercing Mastery: Push
Weight: 18 lb. Cost: 5 GP
Properties: Heavy , Reach , Two-Handed
1d10 Piercing
You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
18 lb.
5 GP
Damage: 1d8 Piercing Mastery: Vex
Weight: 2 lb. Cost: 25 GP
Properties: Finesse
1d8 Piercing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
2 lb.
25 GP
Damage: 1d6 Slashing Mastery: Nick
Weight: 3 lb. Cost: 25 GP
Properties: Finesse , Light
1d6 Slashing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
, When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
3 lb.
25 GP
Damage: 1d6 Piercing Mastery: Vex
Weight: 2 lb. Cost: 10 GP
Properties: Finesse , Light
1d6 Piercing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
, When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
2 lb.
10 GP
Damage: 1d8 Piercing Mastery: Topple
Weight: 4 lb. Cost: 5 GP
Properties: Thrown (Range 20/60), Versatile (1d10)
1d8 Piercing
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
(Range 20/60), A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d10)
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
4 lb.
5 GP
Damage: 1d8 Bludgeoning Mastery: Push
Weight: 5 lb. Cost: 15 GP
Properties: Versatile (1d10)
1d8 Bludgeoning
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d10)
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
5 lb.
15 GP
Damage: 1d8 Piercing Mastery: Sap
Weight: 2 lb. Cost: 5 GP
Properties: Versatile (1d10)
1d8 Piercing
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
(1d10)
If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
2 lb.
5 GP
Damage: 1d4 Slashing Mastery: Slow
Weight: 3 lb. Cost: 2 GP
Properties: Finesse , Reach
1d4 Slashing
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
, A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
3 lb.
2 GP
Martial Ranged Weapons
Name
Damage
Properties
Mastery
Weight
Cost
Damage: 1 Piercing Mastery: Vex
Weight: 1 lb. Cost: 10 GP
Properties: Ammunition (Range 25/100; Needle), Loading
1 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 25/100; Needle), You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
1 lb.
10 GP
Damage: 1d6 Piercing Mastery: Vex
Weight: 3 lb. Cost: 75 GP
Properties: Ammunition (Range 30/120; Bolt), Light , Loading
1d6 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 30/120; Bolt), When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
, You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
3 lb.
75 GP
Damage: 1d10 Piercing Mastery: Push
Weight: 18 lb. Cost: 50 GP
Properties: Ammunition (Range 100/400; Bolt), Heavy , Loading , Two-Handed
1d10 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 100/400; Bolt), You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
18 lb.
50 GP
Damage: 1d8 Piercing Mastery: Slow
Weight: 2 lb. Cost: 50 GP
Properties: Ammunition (Range 150/600; Arrow), Heavy , Two-Handed
1d8 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 150/600; Arrow), You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
2 lb.
50 GP
Damage: 1d12 Piercing Mastery: Slow
Weight: 10 lb. Cost: 500 GP
Properties: Ammunition (Range 40/120; Bullet), Loading , Two-Handed
1d12 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 40/120; Bullet), You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
, A Two-Handed weapon requires two hands when you attack with it.
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
10 lb.
500 GP
Damage: 1d10 Piercing Mastery: Vex
Weight: 3 lb. Cost: 250 GP
Properties: Ammunition (Range 30/90; Bullet), Loading
1d10 Piercing
Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
(Range 30/90; Bullet), You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
3 lb.
250 GP
Weapon Proficiency
Anyone can wield a weapon, but you must have proficiency with it to add your Proficiency Bonus to an attack roll you make with it. A player character's features can provide weapon proficiencies. A monster is proficient with any weapon in its stat block.
Properties
Here are definitions of the properties in the Properties column of the Weapons table.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Finesse
When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy
You have If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Light
When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Damage: 1d6 Piercing Mastery: Vex
Weight: 2 lb. Cost: 10 GP
Properties: Finesse , Light
in one hand and a Damage: 1d4 Piercing Mastery: Nick
Weight: 1 lb. Cost: 2 GP
Properties: Finesse , Light , Thrown (Range 20/60)
in the other using the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Loading
You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.
Range
A Range weapon has a range in parentheses after the Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
or If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on the attack roll. You can't attack a target beyond the long range.
Reach
A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction , or one of its speeds. To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature. The attack occurs right before the creature leaves your reach. See also Combat .
with it.
Thrown
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Two-Handed
A Two-Handed weapon requires two hands when you attack with it.
Versatile
A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery Properties
Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.
Cleave
If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Graze
If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Nick
When you make the extra attack of the When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
property, you can make it as part of the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action instead of as a Bonus Action. You can make this extra attack only once per turn.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Sap
If you hit a creature with this weapon, that creature has If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on its next attack roll before the start of your next turn.
Slow
If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Topple
If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the While you have the Prone condition, you experience the following effects.
Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
condition.
Vex
If you hit a creature with this weapon and deal damage to the creature, you have If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on your next attack roll against that creature before the end of your next turn.
Armor
The Armor tables list the game's main armor. Each table includes the cost and weight of armor, as well as the following details:
Category. Every type of armor falls into a category: Light, Medium, or Heavy. The category determines how long it takes to don or doff the armor (as shown in the table).
Armor Class (AC). A table's Armor Class column tells you what your base AC is when you wear a type of armor. For example, if you wear Leather Armor, your base AC is 11 plus your Dexterity modifier, whereas your AC is 16 in Chain Mail.
Strength. If a table shows a Strength score in the Strength column for an armor type, that armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Stealth. If a table shows "Disadvantage" in the Stealth column for an armor type, the wearer has If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on Dexterity (Dexterity (Stealth) allows you to escape notice by moving quietly and hiding behind things.
) checks.
Armor Tables
Light Armor
(1 Minute to Don or Doff)
Name
Armor Class (AC)
Strength
Stealth
Weight
Cost
AC: 11 + Dex modifier
Weight: 8 lb. Cost: 5 GP
Disadvantage on Stealth
11 + Dex modifier
—
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
8 lb.
5 GP
AC: 11 + Dex modifier
Weight: 10 lb. Cost: 10 GP
11 + Dex modifier
—
—
10 lb.
10 GP
AC: 12 + Dex modifier
Weight: 13 lb. Cost: 45 GP
12 + Dex modifier
—
—
13 lb.
45 GP
Medium Armor
(5 Minutes to Don and 1 Minute to Doff)
Name
Armor Class (AC)
Strength
Stealth
Weight
Cost
AC: 12 + Dex modifier (max 2)
Weight: 12 lb. Cost: 10 GP
12 + Dex modifier (max 2)
—
—
12 lb.
10 GP
AC: 13 + Dex modifier (max 2)
Weight: 20 lb. Cost: 50 GP
13 + Dex modifier (max 2)
—
—
20 lb.
50 GP
AC: 14 + Dex modifier (max 2)
Weight: 45 lb. Cost: 50 GP
Disadvantage on Stealth
14 + Dex modifier (max 2)
—
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
45 lb.
50 GP
AC: 14 + Dex modifier (max 2)
Weight: 20 lb. Cost: 400 GP
14 + Dex modifier (max 2)
—
—
20 lb.
400 GP
AC: 15 + Dex modifier (max 2)
Weight: 40 lb. Cost: 750 GP
Disadvantage on Stealth
15 + Dex modifier (max 2)
—
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
40 lb.
750 GP
Heavy Armor
(10 Minutes to Don and 5 Minutes to Doff)
Name
Armor Class (AC)
Strength
Stealth
Weight
Cost
AC: 14
Weight: 40 lb. Cost: 30 GP
Disadvantage on Stealth
14
—
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
40 lb.
30 GP
AC: 16
Weight: 55 lb. Cost: 75 GP
Strength Required: Str 13
Disadvantage on Stealth
16
Str 13
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
55 lb.
75 GP
AC: 17
Weight: 60 lb. Cost: 200 GP
Strength Required: Str 15
Disadvantage on Stealth
17
Str 15
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
60 lb.
200 GP
AC: 18
Weight: 65 lb. Cost: 1,500 GP
Strength Required: Str 15
Disadvantage on Stealth
18
Str 15
If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
65 lb.
1,500 GP
Shield
(You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
Action to Don or Doff)
Name
Armor Class (AC)
Strength
Stealth
Weight
Cost
AC: +2
Weight: 6 lb. Cost: 10 GP
+2
—
—
6 lb.
10 GP
Armor Training
Anyone can don armor or hold a Shield, but only those with training can use them effectively, as explained below. A character's class and other features determine the character's armor training. A monster has training with any armor in its stat block.
Light, Medium, or Heavy Armor
If you wear Light, Medium, or Heavy armor and lack training with it, you have If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on any D20 Tests encompass the three main d20 rolls of the game: ability checks , attack rolls , and saving throws . If something in the game affects D20 Tests, it affects all three of these rolls. The DM determines whether a D20 Test is warranted in a given circumstance. See also D20 Tests .
that involves Strength or Dexterity, and you can't cast spells.
Shield
You gain the Armor Class benefit of a Shield only if you have training with it.
One at a Time
A creature can wear only one suit of armor at a time and wield only one Shield at a time.
A tool helps you make specialized ability checks, craft certain items, or both. A tool's description includes the tool's cost and weight, as well as the following entries:
Ability. This entry lists the ability to use when making an ability check with the tool.
Utilize. This entry lists things you can do with the tool when you take the You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action. You can do one of those things each time you take the action. This entry also provides the DC for the action.
Craft. This entry lists what, if anything, you can craft with the tool. For crafting rules, see Crafting Equipment .
Variants. This entry appears if the tool has variants, which are listed. Each requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on the check too.
Your features might give you proficiency with a tool. A monster has proficiency with any tool in its stat block.
Artisan's Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency.
Alchemist's Supplies
Ability: Intelligence Weight: 8 lb. Cost: 50 GP
Utilize: Identify a substance (DC 15), or start a fire (DC 15)
Craft: Cost: 25 GP
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
, Cost: 50 GP
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning .
, Cost: 25 GP
A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
, Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , Cost: 2 SP
One sheet of Paper can hold about 250 handwritten words.
, Cost: 5 GP
Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion ) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
Brewer's Supplies
Ability: Intelligence Weight: 9 lb. Cost: 20 GP
Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)
Craft: Cost: 50 GP
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Calligrapher's Supplies
Ability: Dexterity Weight: 5 lb. Cost: 10 GP
Utilize: Write text with impressive flourishes that guard against forgery (DC 15)
Craft: Cost: 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
,
Ability: Strength Weight: 6 lb. Cost: 8 GP
Utilize: Seal or pry open a door or container (DC 20)
Craft: Damage: 1d4 Bludgeoning Mastery: Slow
Weight: 2 lb. Cost: 1 SP
Properties: Light
, Damage: 1d8 Bludgeoning Mastery: Push
Weight: 10 lb. Cost: 2 SP
Properties: Two-Handed
, Damage: 1d6 Bludgeoning Mastery: Topple
Weight: 4 lb. Cost: 2 SP
Properties: Versatile (1d8)
, Cost: 2 GP
A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
, Cost: 5 GP
A Chest holds up to 12 cubic feet of contents.
, Cost: 1 SP
A Ladder is 10 feet tall. You must climb to move up or down it.
, Cost: 5 CP
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics ) check as part of a High or Long Jump , you can use the Pole to vault, giving yourself Advantage on the check.
, Cost: 4 GP
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
, Cost: 1 CP
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Ability: Wisdom Weight: 6 lb. Cost: 15 GP
Utilize: Draft a map of a small area (DC 15)
Craft: Cost: 1 GP
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival ) checks you make to find your way in the place represented on it.
Ability: Dexterity Weight: 5 lb. Cost: 5 GP
Utilize: Modify footwear to give If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on the wearer's next Dexterity (Dexterity (Acrobatics) allows you to stay on your feet in a tricky situation, or perform an acrobatic stunt.
) check (DC 10)
Craft: Cost: 25 GP
A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action.
Cook's Utensils
Ability: Wisdom Weight: 8 lb. Cost: 1 GP
Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
Ability: Intelligence Weight: 5 lb. Cost: 30 GP
Utilize: Discern what a glass object held in the past 24 hours (DC 15)
Craft: Cost: 2 GP
A Glass Bottle holds up to 1½ pints.
, Cost: 100 GP
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. 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.
, Cost: 1,000 GP
Objects viewed through a Spyglass are magnified to twice their size.
, Cost: 1 GP
A Vial holds up to 4 ounces.
Ability: Intelligence Weight: 2 lb. Cost: 25 GP
Utilize: Discern a gem's value (DC 15)
Craft: Cost: Varies
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
, Cost: Varies
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.
Ability: Dexterity Weight: 5 lb. Cost: 5 GP
Utilize: Add a design to a leather item (DC 10)
Craft: Damage: 1d4 Bludgeoning Mastery: Slow
Weight: -- Cost: 1 SP
Properties: Ammunition (Range 30/120; Bullet)
, Damage: 1d4 Slashing Mastery: Slow
Weight: 3 lb. Cost: 2 GP
Properties: Finesse , Reach
, AC: 12 + Dex modifier (max 2)
Weight: 12 lb. Cost: 10 GP
, AC: 11 + Dex modifier
Weight: 10 lb. Cost: 10 GP
, AC: 12 + Dex modifier
Weight: 13 lb. Cost: 45 GP
, Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 1 GP
A Crossbow Bolt Case holds up to 20 Bolts .
, Cost: 1 GP
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment .
, Cost: 1 SP
One sheet of Parchment can hold about 250 handwritten words.
, Cost: 5 SP
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
, Cost: 1 GP
A Quiver holds up to 20 Arrows .
, Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary ).
Ability: Strength Weight: 8 lb. Cost: 10 GP
Utilize: Chisel a symbol or hole in stone (DC 10)
Craft: Cost: 1 GP
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Painter's Supplies
Ability: Wisdom Weight: 5 lb. Cost: 10 GP
Utilize: Paint a recognizable image of something you've seen (DC 10)
Craft: Cost: Varies
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
, Cost: Varies
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.
Ability: Intelligence Weight: 3 lb. Cost: 10 GP
Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)
Craft: Cost: 2 CP
A Jug holds up to 1 gallon.
, Cost: 5 SP
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Ability: Strength Weight: 8 lb. Cost: 20 GP
Utilize: Pry open a door or container (DC 20)
Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Cost: 1 GP
As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
, Cost: 5 CP
A Bucket holds up to half a cubic foot of contents.
, Cost: 1 GP
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
, Cost: 5 GP
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled , Incapacitated , or Restrained condition if you succeed on a DC 13 Strength (Athletics ) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics ) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics ) check as an action.
, Cost: 2 GP
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
, Firearm Bullets are destroyed upon use in a modern firearm.
, Cost: 2 GP
As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics ) check. If you tied a Rope to the hook, you can then climb it.
, Cost: 2 GP
An Iron Pot holds up to 1 gallon.
, Cost: 1 GP
Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer , to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
, Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Ability: Dexterity Weight: 10 lb. Cost: 50 GP
Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)
Craft: Damage: 1d12 Piercing Mastery: Slow
Weight: 10 lb. Cost: 500 GP
Properties: Ammunition (Range 40/120; Bullet), Loading , Two-Handed
, Damage: 1d10 Piercing Mastery: Vex
Weight: 3 lb. Cost: 250 GP
Properties: Ammunition (Range 30/90; Bullet), Loading
, Cost: 1 GP
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
, Cost: 10 GP
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
, Cost: 2 CP
A Flask holds up to 1 pint.
, Cost: 5 GP
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
, Cost: 5 GP
As a Utilize action, you can set a Hunting Trap, which is a sawtooth 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 have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics ) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
, Cost: 10 GP
A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand ) check.
, Cost: 2 GP
As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled , Incapacitated , or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand ) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand ) check as an action. Bursting them requires a successful DC 25 Strength (Athletics ) check as an action.
Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand ) check.
, Cost: 5 GP
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
, Cost: 2 GP
Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
, Cost: 5 CP
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
, Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
Ability: Dexterity Weight: 5 lb. Cost: 1 GP
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)
Craft: AC: 11 + Dex modifier
Weight: 8 lb. Cost: 5 GP
Disadvantage on Stealth
, Cost: 4 SP
A Basket holds up to 40 pounds within 2 cubic feet.
, Cost: 1 GP
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide ).
, Cost: 5 SP
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master's Guide ).
, Cost: 15 GP
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
, Cost: 1 GP
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.
To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics ) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
, Cost: 1 GP
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
, Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
, Cost: 1 CP
A Sack holds up to 30 pounds within 1 cubic foot.
, Cost: 1 SP
String is 10 feet long. You can tie a knot in it as a Utilize action.
, Cost: 2 GP
A Tent sleeps up to two Small or Medium creatures.
, Cost: 2 GP
Traveler's Clothes are resilient garments designed for travel in various environments.
Ability: Dexterity Weight: 5 lb. Cost: 1 GP
Utilize: Carve a pattern in wood (DC 10)
Craft: Damage: 1d4 Bludgeoning Mastery: Slow
Weight: 2 lb. Cost: 1 SP
Properties: Light
, Damage: 1d8 Bludgeoning Mastery: Push
Weight: 10 lb. Cost: 2 SP
Properties: Two-Handed
, Damage: 1d6 Bludgeoning Mastery: Topple
Weight: 4 lb. Cost: 2 SP
Properties: Versatile (1d8)
, Ranged weapons (except Pistol, Musket, and Sling), Cost: Varies
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
, Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
, Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
, Cost: Varies
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
, Cost: 2 CP
Using Ink , an Ink Pen is used to write or draw.
, Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
These tools support adventure and other pursuits.
Disguise Kit
Ability: Charisma Weight: 3 lb. Cost: 25 GP
Utilize: Apply makeup (DC 10)
Craft: Cost: 5 GP
While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
Forgery Kit
Ability: Dexterity Weight: 5 lb. Cost: 15 GP
Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)
Gaming Set
Ability: Wisdom Weight: — Cost: Varies
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Variants: Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(1 SP), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(1 GP), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(5 SP), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(1 GP)
Herbalism Kit
Ability: Intelligence Weight: 3 lb. Cost: 5 GP
Utilize: Identify a plant (DC 10)
Craft: Cost: 50 GP
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
, Cost: 1 CP
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
, Cost: 5 GP
A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine ) check.
, Cost: 50 GP
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
Musical Instrument
Ability: Charisma Weight: Varies Cost: Varies
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
Variants: Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(30 GP, 6 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(6 GP, 3 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(25 GP, 10 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(2 GP, 1 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(3 GP, 2 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(35 GP, 2 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(30 GP, 2 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(12 GP, 2 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(2 GP, 1 lb.), Ability: Wisdom
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
(30 GP, 1 lb.)
Ability: Wisdom Weight: 2 lb. Cost: 25 GP
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
Poisoner's Kit
Ability: Intelligence Weight: 2 lb. Cost: 50 GP
Utilize: Detect a poisoned object (DC 10)
Craft: Cost: 100 GP
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Ability: Dexterity Weight: 1 lb. Cost: 25 GP
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Adventuring Gear
The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item's price appearing after its name.
Adventuring Gear
Item
Weight
Cost
Acid
1 lb.
25 GP
Alchemist's Fire
1 lb.
50 GP
Ammunition
Varies
Varies
Antitoxin
—
50 GP
Arcane Focus
Varies
Varies
Backpack
5 lb.
2 GP
Ball Bearings
2 lb.
1 GP
Barrel
70 lb.
2 GP
Basket
2 lb.
4 SP
Bedroll
7 lb.
1 GP
Bell
—
1 GP
Blanket
3 lb.
5 SP
Block and Tackle
5 lb.
1 GP
Book
5 lb.
25 GP
Bottle, Glass
2 lb.
2 GP
Bucket
2 lb.
5 CP
Burglar's Pack
42 lb.
16 GP
Caltrops
2 lb.
1 GP
Candle
—
1 CP
Case, Crossbow Bolt
1 lb.
1 GP
Case, Map or Scroll
1 lb.
1 GP
Chain
10 lb.
5 GP
Chest
25 lb.
5 GP
Climber's Kit
12 lb.
25 GP
Clothes, Fine
6 lb.
15 GP
Clothes, Traveler's
4 lb.
2 GP
Component Pouch
2 lb.
25 GP
Costume
4 lb.
5 GP
Crowbar
5 lb.
2 GP
Diplomat's Pack
39 lb.
39 GP
Druidic Focus
Varies
Varies
Dungeoneer's Pack
55 lb.
12 GP
Entertainer's Pack
58½ lb.
40 GP
Explorer's Pack
55 lb.
10 GP
Flask
1 lb.
2 CP
Grappling Hook
4 lb.
2 GP
Healer's Kit
3 lb.
5 GP
Holy Symbol
Varies
Varies
Holy Water
1 lb.
25 GP
Hunting Trap
25 lb.
5 GP
Ink
—
10 GP
Ink Pen
—
2 CP
Jug
4 lb.
2 CP
Ladder
25 lb.
1 SP
Lamp
1 lb.
5 SP
Lantern, Bullseye
2 lb.
10 GP
Lantern, Hooded
2 lb.
5 GP
Lock
1 lb.
10 GP
Magnifying Glass
—
100 GP
Manacles
6 lb.
2 GP
Map
—
1 GP
Mirror
1/2 lb.
5 GP
Net
3 lb.
1 GP
Oil
1 lb.
1 SP
Paper
—
2 SP
Parchment
—
1 SP
Perfume
—
5 GP
Poison, Basic
—
100 GP
Pole
7 lb.
5 CP
Pot, Iron
10 lb.
2 GP
Potion of Healing
1/2 lb.
50 GP
Pouch
1 lb.
5 SP
Priest's Pack
29 lb.
33 GP
Quiver
1 lb.
1 GP
Ram, Portable
35 lb.
4 GP
Rations
2 lb.
5 SP
Robe
4 lb.
1 GP
Rope
5 lb.
1 GP
Sack
1/2 lb.
1 CP
Scholar's Pack
22 lb.
40 GP
Shovel
5 lb.
2 GP
Signal Whistle
—
5 CP
Spell Scroll (Cantrip)
—
30 GP
Spell Scroll (Level 1)
—
50 GP
Spikes, Iron
5 lb.
1 GP
Spyglass
1 lb.
1,000 GP
String
—
1 SP
Tent
20 lb.
2 GP
Tinderbox
1 lb.
5 SP
Torch
1 lb.
1 CP
Vial
—
1 GP
Waterskin
5 lb. (full)
2 SP
Acid
Cost: 25 GP
When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
Alchemist's Fire
Cost: 50 GP
When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
.
Ammunition
Cost: Varies
Ammunition is required by a weapon that has the Cost: Varies
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.
Ammunition
Type
Amount
Storage
Weight
Cost
Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
20
Cost: 1 GP
A Quiver holds up to 20 Arrows .
1 lb.
1 GP
Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
20
Cost: 1 GP
A Crossbow Bolt Case holds up to 20 Bolts .
1½ lb.
1 GP
Firearm Bullets are destroyed upon use in a modern firearm.
10
Cost: 5 SP
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
2 lb.
3 GP
Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
20
Cost: 5 SP
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
1½ lb.
4 CP
Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
50
Cost: 5 SP
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
1 lb.
1 GP
Antitoxin
Cost: 50 GP
As a Bonus Action, you can drink a vial of Antitoxin to gain If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on saving throws to avoid or end the While you have the Poisoned condition, you experience the following effect.
Ability Checks and Attacks Affected. You have Disadvantage on attack rolls and ability checks.
condition for 1 hour.
Arcane Focus
Cost: Varies
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Arcane Focuses
Focus
Weight
Cost
Crystal
1 lb.
10 GP
Orb
3 lb.
20 GP
Rod
2 lb.
10 GP
Staff (also a Damage: 1d6 Bludgeoning Mastery: Topple
Weight: 4 lb. Cost: 2 SP
Properties: Versatile (1d8)
)
4 lb.
5 GP
Wand
1 lb.
10 GP
Backpack
Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Ball Bearings
Cost: 1 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the While you have the Prone condition, you experience the following effects.
Restricted Movement. Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself.
Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
condition. It takes 10 minutes to recover the Ball Bearings.
Barrel
Cost: 2 GP
A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
Basket
Cost: 4 SP
A Basket holds up to 40 pounds within 2 cubic feet.
Bedroll
Cost: 1 GP
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide ).
Bell
Cost: 1 GP
When rung as a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, a Bell produces a sound that can be heard up to 60 feet away.
Blanket
Cost: 5 SP
While wrapped in a blanket, you have If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on saving throws against extreme cold (see the Dungeon Master's Guide ).
Block and Tackle
Cost: 1 GP
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Book
Cost: 25 GP
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Intelligence (Arcana) allows you to recall lore about spells, magic items, and the planes of existence.
, Intelligence (History) allows you to recall lore about historical events, people, nations, and cultures.
, Intelligence (Nature) allows you to recall lore about terrain, plants, animals, and weather.
, or Intelligence (Religion) allows you to recall lore about gods, religious rituals, and holy symbols.
) checks you make about that topic.
Bottle, Glass
Cost: 2 GP
A Glass Bottle holds up to 1½ pints.
Bucket
Cost: 5 CP
A Bucket holds up to half a cubic foot of contents.
Burglar's Pack
Cost: 16 GP
A Burglar's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 1 GP
As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
, Cost: 1 GP
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
, 10 Cost: 1 CP
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
, Cost: 2 GP
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
, Cost: 5 GP
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
, 7 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 5 days of Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
, Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
, Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
, and Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary ).
.
Caltrops
Cost: 1 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Candle
Cost: 1 CP
For 1 hour, a lit Candle sheds Bright Light is normal illumination. See also Exploration .
in a 5-foot radius and An area with Dim Light is Lightly Obscured. See also Lightly Obscured and Exploration .
for an additional 5 feet.
Case, Crossbow Bolt
Cost: 1 GP
A Crossbow Bolt Case holds up to 20 Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
.
Cost: 1 GP
A Map or Scroll Case holds up to 10 sheets of Cost: 2 SP
One sheet of Paper can hold about 250 handwritten words.
or 5 sheets of Cost: 1 SP
One sheet of Parchment can hold about 250 handwritten words.
.
Chain
Cost: 5 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
, While you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action , Bonus Action , or Reaction .
No Concentration. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative , you have Disadvantage on the roll.
, or While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
condition if you succeed on a DC 13 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Dexterity (Acrobatics) allows you to stay on your feet in a tricky situation, or perform an acrobatic stunt.
) check as an action. Bursting the Chain requires a successful DC 20 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check as an action.
Chest
Cost: 5 GP
A Chest holds up to 12 cubic feet of contents.
Climber's Kit
Cost: 25 GP
A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action.
Clothes, Fine
Cost: 15 GP
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Clothes, Traveler's
Cost: 2 GP
Traveler's Clothes are resilient garments designed for travel in various environments.
Component Pouch
Cost: 25 GP
A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
Costume
Cost: 5 GP
While wearing a Costume, you have If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on any ability check you make to impersonate the person or type of person it represents.
Crowbar
Cost: 2 GP
Using a Crowbar gives you If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on Strength checks where the Crowbar's leverage can be applied.
Diplomat's Pack
Cost: 39 GP
A Diplomat's Pack contains the following items: Cost: 5 GP
A Chest holds up to 12 cubic feet of contents.
, Cost: 15 GP
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
, Cost: 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
, 5 Cost: 2 CP
Using Ink , an Ink Pen is used to write or draw.
, Cost: 5 SP
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
, 2 Cost: 1 GP
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment .
, 4 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 5 sheets of Cost: 2 SP
One sheet of Paper can hold about 250 handwritten words.
, 5 sheets of Cost: 1 SP
One sheet of Parchment can hold about 250 handwritten words.
, Cost: 5 GP
Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion ) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
, and Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
.
Druidic Focus
Cost: Varies
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
Druidic Focuses
Focus
Weight
Cost
Sprig of mistletoe
—
1 GP
Wooden staff (also a Damage: 1d6 Bludgeoning Mastery: Topple
Weight: 4 lb. Cost: 2 SP
Properties: Versatile (1d8)
)
4 lb.
5 GP
Yew wand
1 lb.
10 GP
Dungeoneer's Pack
Cost: 12 GP
A Dungeoneer's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 1 GP
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
, Cost: 2 GP
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
, 2 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 10 days of Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
, Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
, Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
, 10 Cost: 1 CP
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
, and Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary ).
.
Entertainer's Pack
Cost: 40 GP
An Entertainer's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 1 GP
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide ).
, Cost: 1 GP
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
, Cost: 10 GP
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
, 3 Cost: 5 GP
While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
, Cost: 5 GP
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
, 8 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 9 days of Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
, Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
, and Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary ).
.
Explorer's Pack
Cost: 10 GP
An Explorer's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 1 GP
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide ).
, 2 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 10 days of Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
, Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
, Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
, 10 Cost: 1 CP
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
, and Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary ).
.
Flask
Cost: 2 CP
A Flask holds up to 1 pint.
Grappling Hook
Cost: 2 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Dexterity (Acrobatics) allows you to stay on your feet in a tricky situation, or perform an acrobatic stunt.
) check. If you tied a Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
to the hook, you can then climb it.
Healer's Kit
Cost: 5 GP
A Healer's Kit has ten uses. As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can expend one of its uses to stabilize an While you have the Unconscious condition, you experience the following effects.
Inert. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage .
Saving Throws Affected. You automatically fail Strength and Dexterity saving throws .
Automatic Critical Hits. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
Unaware. You're unaware of your surroundings.
creature that has 0 Hit Points without needing to make a Wisdom (Wisdom (Medicine) allows you to diagnose an illness, or determine what killed the recently slain.
) check.
Holy Symbol
Cost: Varies
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.
The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.
Holy Symbols
Symbol
Weight
Cost
Amulet (worn or held)
1 lb.
5 GP
Emblem (borne on fabric or a Shield)
—
5 GP
Reliquary (held)
2 lb.
5 GP
Holy Water
Cost: 25 GP
When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
Hunting Trap
Cost: 5 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can set a Hunting Trap, which is a sawtooth 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 have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
Ink
Cost: 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
Ink Pen
Cost: 2 CP
Using Cost: 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
, an Ink Pen is used to write or draw.
Jug
Cost: 2 CP
A Jug holds up to 1 gallon.
Ladder
Cost: 1 SP
A Ladder is 10 feet tall. You must climb to move up or down it.
Lamp
Cost: 5 SP
A Lamp burns Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] as fuel to cast Bright Light is normal illumination. See also Exploration .
in a 15-foot radius and An area with Dim Light is Lightly Obscured. See also Lightly Obscured and Exploration .
for an additional 30 feet.
Lantern, Bullseye
Cost: 10 GP
A Bullseye Lantern burns Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] as fuel to cast Bright Light is normal illumination. See also Exploration .
in a 60-foot A Cone is an area of effect that extends in straight lines from a point of origin in a direction its creator chooses. A Cone's width at any point along its length is equal to that point's distance from the point of origin. For example, a Cone is 15 feet wide at a point along its length that is 15 feet from the point of origin. The effect that creates a Cone specifies its maximum length.
A Cone's point of origin isn't included in the area of effect unless its creator decides otherwise.
and An area with Dim Light is Lightly Obscured. See also Lightly Obscured and Exploration .
for an additional 60 feet.
Lantern, Hooded
Cost: 5 GP
A Hooded Lantern burns Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] as fuel to cast Bright Light is normal illumination. See also Exploration .
in a 30-foot radius and An area with Dim Light is Lightly Obscured. See also Lightly Obscured and Exploration .
for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
Lock
Cost: 10 GP
A Lock comes with a key. Without the key, a creature can use Ability: Dexterity Weight: 1 lb. Cost: 25 GP
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
to pick this Lock with a successful DC 15 Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check.
Magnifying Glass
Cost: 100 GP
A Magnifying Glass grants If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on any ability check made to appraise or inspect a highly detailed item. 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.
Manacles
Cost: 2 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
, While you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action , Bonus Action , or Reaction .
No Concentration. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative , you have Disadvantage on the roll.
, or While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
condition if you succeed on a DC 13 Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check. While bound, a creature has If you have Disadvantage on a D20 Test , roll two d20s and use the lower roll. A roll can't be affected by more than one Disadvantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on attack rolls, and the creature is While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check as an action. Bursting them requires a successful DC 25 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check as an action.
Each set of Manacles comes with a key. Without the key, a creature can use Ability: Dexterity Weight: 1 lb. Cost: 25 GP
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
to pick the Manacles' lock with a successful DC 15 Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check.
Map
Cost: 1 GP
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Wisdom (Survival) allows you to follow tracks, forage, find a trail, or avoid natural hazards.
) checks you make to find your way in the place represented on it.
Mirror
Cost: 5 GP
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Net
Cost: 1 GP
When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
condition until it escapes. The target succeeds automatically if it is Huge or larger.
To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Oil
Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action) and rekindle it again until it has burned for a total of 6 hours.
Paper
Cost: 2 SP
One sheet of Paper can hold about 250 handwritten words.
Parchment
Cost: 1 SP
One sheet of Parchment can hold about 250 handwritten words.
Perfume
Cost: 5 GP
Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on Charisma (Charisma (Persuasion) allows you to honestly and graciously convince someone of something.
) checks made to influence an An Indifferent creature has no desire to help or hinder you. Indifferent is the default attitude of a monster. See also Influence .
Humanoid within 5 feet of yourself.
Poison, Basic
Cost: 100 GP
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Pole
Cost: 5 CP
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check as part of a When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing High Jump, you can jump only half that distance. Either way, each foot of the jump costs a foot of movement.
You can extend your arms half your height above yourself during the jump. Thus, you can reach a distance equal to the height of the jump plus 1½ times your height.
or When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you can leap only half that distance. Either way, each foot you jump costs a foot of movement.
If you land in Difficult Terrain , you must succeed on a DC 10 Dexterity (Acrobatics ) check or have the Prone condition.
This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics ) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit the obstacle.
, you can use the Pole to vault, giving yourself If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on the check.
Pot, Iron
Cost: 2 GP
An Iron Pot holds up to 1 gallon.
Potion of Healing
Cost: 50 GP
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
Pouch
Cost: 5 SP
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
Priest's Pack
Cost: 33 GP
A Priest's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 5 SP
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master's Guide ).
, Cost: 25 GP
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
, Cost: 5 SP
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
, 7 days of Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition " in the rules glossary for the risks of not eating.
, Cost: 1 GP
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
, and Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
.
Quiver
Cost: 1 GP
A Quiver holds up to 20 Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
.
Ram, Portable
Cost: 4 GP
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on this check.
Rations
Cost: 5 SP
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day. See also Exhaustion .
Food Needs per Day
" in the rules glossary for the risks of not eating.
Robe
Cost: 1 GP
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Rope
Cost: 1 GP
As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Dexterity (Sleight of Hand) allows you to pick a pocket, conceal a handheld object, or perform legerdemain.
) check. The Rope can be burst with a successful DC 20 Strength (Strength (Athletics) allows you to jump farther than normal, stay afloat in rough water, or break something.
) check.
You can bind an unwilling creature with the Rope only if the creature has the While you have the Grappled condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
, While you have the Incapacitated condition, you experience the following effects.
Inactive. You can't take any action , Bonus Action , or Reaction .
No Concentration. Your Concentration is broken.
Speechless. You can't speak.
Surprised. If you're Incapacitated when you roll Initiative , you have Disadvantage on the roll.
, or While you have the Restrained condition, you experience the following effects.
Speed 0. Your Speed is 0 and can't increase.
Attacks Affected. Attack rolls against you have Advantage , and your attack rolls have Disadvantage .
Saving Throws Affected. You have Disadvantage on Dexterity saving throws.
condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Dexterity (Acrobatics) allows you to stay on your feet in a tricky situation, or perform an acrobatic stunt.
) check as an action.
Sack
Cost: 1 CP
A Sack holds up to 30 pounds within 1 cubic foot.
Scholar's Pack
Cost: 40 GP
A Scholar's Pack contains the following items: Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
, Cost: 25 GP
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana , History , Nature , or Religion ) checks you make about that topic.
, Cost: 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
, Cost: 2 CP
Using Ink , an Ink Pen is used to write or draw.
, Cost: 5 SP
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
, 10 flasks of Cost: 1 SP
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of O
... [more] , 10 sheets of Cost: 1 SP
One sheet of Parchment can hold about 250 handwritten words.
, and Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle , Lamp , Lantern, or Torch -- or anything else with exposed fuel -- takes a Bonus Action. Lighting any other fire takes 1 minute.
.
Shovel
Cost: 2 GP
Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
Signal Whistle
Cost: 5 CP
When blown as a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Cost: Cantrip, 30 GP Level 1, 50 GP
A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.
If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.
Spikes, Iron
Cost: 1 GP
Iron Spikes come in bundles of ten. As a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action, you can use a blunt object, such as a Damage: 1d4 Bludgeoning Mastery: Nick
Weight: 2 lb. Cost: 2 GP
Properties: Light , Thrown (Range 20/60)
, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Cost: 1 GP
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand ) check. The Rope can be burst with a successful DC 20 Strength (Athletics ) check.
You can bind an unwilling creature with the Rope only if the creature has the Grappled , Incapacitated , or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics ) check as an action.
or Cost: 5 GP
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled , Incapacitated , or Restrained condition if you succeed on a DC 13 Strength (Athletics ) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics ) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics ) check as an action.
to the Spike.
Spyglass
Cost: 1,000 GP
Objects viewed through a Spyglass are magnified to twice their size.
String
Cost: 1 SP
String is 10 feet long. You can tie a knot in it as a You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
action.
Tent
Cost: 2 GP
A Tent sleeps up to two Small or Medium creatures.
Tinderbox
Cost: 5 SP
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Cost: 1 CP
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
, Cost: 5 SP
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
, Lantern, or Cost: 1 CP
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
— or anything else with exposed fuel — takes a Bonus Action. Lighting any other fire takes 1 minute.
Torch
Cost: 1 CP
A Torch burns for 1 hour, casting Bright Light is normal illumination. See also Exploration .
in a 20-foot radius and An area with Dim Light is Lightly Obscured. See also Lightly Obscured and Exploration .
for an additional 20 feet. When you take the When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike .
Equipping and Unequipping Weapons. You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it.
Moving between Attacks. If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Vial
Cost: 1 GP
A Vial holds up to 4 ounces.
Waterskin
Cost: 2 SP
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end. Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day. See also Exhaustion .
Water Needs per Day
(see the rules glossary ).
Mounts and Vehicles
A mount can help you move more quickly through the wilderness, but its primary purpose is to carry gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's carrying capacity. See appendix B for the animals' stat blocks.
Mounts and Cargo
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Barding
Barding is armor designed for a mount. Any type of armor on the Armor tables can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much.
Saddles
A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives If you have Advantage on a D20 Test , roll two d20s, and use the higher roll. A roll can't be affected by more than one Advantage, and Advantage and Disadvantage on the same roll cancel each other. See also D20 Tests .
on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.
Mounts and Other Animals
Item
Carrying Capacity
Cost
Camel
450 lb.
50 GP
Elephant
1,320 lb.
200 GP
Horse, Draft
540 lb.
50 GP
Horse, Riding
480 lb.
75 GP
Mastiff
195 lb.
25 GP
Mule
420 lb.
8 GP
Pony
225 lb.
30 GP
Warhorse
540 lb.
400 GP
Tack, Harness, and Drawn Vehicles
Item
Weight
Cost
Carriage
600 lb.
100 GP
Cart
200 lb.
15 GP
Chariot
100 lb.
250 GP
Feed per day
10 lb.
5 CP
Saddle
Exotic
40 lb.
60 GP
Military
30 lb.
20 GP
Riding
25 lb.
10 GP
Sled
300 lb.
20 GP
Stabling per day
—
5 SP
Wagon
400 lb.
35 GP
Large Vehicles
The Airborne and Waterborne Vehicles table provides statistics for various types of large vehicles. The following notes apply.
Speed
A ship sailing against a strong wind moves at half speed. In a dead calm (no wind), waterborne ships can't move under sail and must be rowed. Keelboats and Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.
Crew
A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see Services later in this chapter) to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship, as shown in the table.
Passengers
The table lists the number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.
Damage Threshold
If a vehicle has a A creature or an object that has a damage threshold has Immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes that entire instance of damage. Any damage that fails to meet or exceed the damage threshold is superficial and doesn't reduce Hit Points . For example, if an object has a damage threshold of 10, the object takes no damage if 9 damage is dealt to it, since that damage fails to exceed the threshold. If the same object is dealt 11 damage, it takes all of that damage.
(see the rules glossary ), it's noted in the table.
Ship Repair
Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.
Airborne and Waterborne Vehicles
Ship
Speed
Crew
Passengers
Cargo (Tons)
AC
HP
Damage Threshold
Cost
Airship
8 mph
10
20
1
13
300
—
40,000 GP
Galley
4 mph
80
—
150
15
500
20
30,000 GP
Keelboat
1 mph
1
6
1/2
15
100
10
3,000 GP
Longship
3 mph
40
150
10
15
300
15
10,000 GP
Rowboat
1½ mph
1
3
—
11
50
—
50 GP
Sailing Ship
2 mph
20
20
100
15
300
15
10,000 GP
Warship
2½ mph
60
60
200
15
500
20
25,000 GP
Services
This section outlines services and other expenses that adventurers might spend money on.
Lifestyle Expenses
Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities.
At the start of each week or month (DM's choice), choose a lifestyle below — Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic — and pay the price to sustain that lifestyle.
Lifestyles have no inherent consequences, but the DM might take them into account when determining risks or how others perceive your character.
Wretched
Cost: Free
You survive via chance and charity. You're often exposed to natural dangers as a result of sleeping outside.
Squalid
Cost: 1 SP per Day
You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals.
Poor
Cost: 2 SP per Day
You spend frugally for your necessities.
Modest
Cost: 1 GP per Day
You support yourself at an average level.
Comfortable
Cost: 2 GP per Day
You spend modestly for your necessities and enjoy a few luxuries.
Wealthy
Cost: 4 GP per Day
You're accustomed to the finer things in life and might have servants.
Aristocratic
Cost: 10 GP per Day
You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise.
Food, Drink, and Lodging
The Food, Drink, and Lodging table gives prices for food and a single night's lodging. Prices for daily lodging and meals are included in your lifestyle's expenses.
Food, Drink, and Lodging
Item
Cost
Ale (mug)
4 CP
Bread (loaf)
2 CP
Cheese (wedge)
1 SP
Inn Stay per Day
Squalid
7 CP
Poor
1 SP
Modest
5 SP
Comfortable
8 SP
Wealthy
2 GP
Aristocratic
4 GP
Meal
Squalid
1 CP
Poor
2 CP
Modest
1 SP
Comfortable
2 SP
Wealthy
3 SP
Aristocratic
6 SP
Wine (bottle)
Common
2 SP
Fine
10 GP
Travel
Drivers or crew hired to conduct passengers to their destinations charge the rates on the Travel table, plus any tolls or additional expenses.
Travel
Service
Cost
Coach ride between towns
3 CP per mile
Coach ride within a city
1 CP per mile
Road or gate toll
1 CP
Ship's passage
1 SP per mile
Hirelings
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters.
Hirelings
Service
Cost
Skilled hireling
2 GP per day
Untrained hireling
2 SP per day
Messenger
2 CP per mile
Spellcasting
Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it.
Spellcasting Services
Spell Level
Availability
Cost
Cantrip
Village, town, or city
30 GP
1
Village, town, or city
50 GP
2
Village, town, or city
200 GP
3
Town or city only
300 GP
4–5
Town or city only
2,000 GP
6–8
City only
20,000 GP
9
City only
100,000 GP
Magic Items
Adventures hold the promise — but not a guarantee — of finding magic items. Hundreds of magic items are detailed in the Dungeon Master's Guide , since the DM decides when you find such an item. Here's what you need to know about using magic items.
Identifying a Magic Item
Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item's properties isn't automatic.
The Identify spell is the fastest way to reveal an item's properties. Alternatively, you can focus on one magic item during a A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.
Benefits of the Rest. When you finish the rest, you gain the following benefits:
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points . For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
Interrupting the Rest. A Short Rest is stopped by the following interruptions:
Rolling Initiative
Casting a spell other than a cantrip
Taking any damage
An interrupted Short Re ... [more]
while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).
Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it's a .
Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a , the DM might say, "Your movement feels strangely fluid." Perhaps you then dive into a river to see what happens. The DM would then say you swim unexpectedly well.
Attunement
Some magic items require a creature to form a bond — called Attunement — with them before the creature can use an item's magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren't attuned to it, but none of its magical properties.
Attune during a Short Rest
Attuning to an item requires you to spend a A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.
Benefits of the Rest. When you finish the rest, you gain the following benefits:
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points . For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
Interrupting the Rest. A Short Rest is stopped by the following interruptions:
Rolling Initiative
Casting a spell other than a cantrip
Taking any damage
An interrupted Short Re ... [more]
focused on only that item while being in physical contact with it (this can't be the same Short Rest used to learn the item's properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you're attuned to the magic item and can access its full magical capabilities.
No More Than Three Items
You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can't attune to more than one copy of an item. For example, you can't attune to more than one at a time.
Ending Attunement
Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to the item. You can also voluntarily end Attunement by spending another A Short Rest is a 1-hour period of downtime, during which a creature does nothing more strenuous than reading, talking, eating, or standing watch. To start a Short Rest, you must have at least 1 Hit Point.
Benefits of the Rest. When you finish the rest, you gain the following benefits:
Spend Hit Point Dice. You can spend one or more of your Hit Point Dice to regain Hit Points . For each Hit Point Die you spend in this way, roll the die and add your Constitution modifier to it. You regain Hit Points equal to the total (minimum of 1 Hit Point). You can decide to spend an additional Hit Point Die after each roll.
Special Feature. Some features are recharged by a Short Rest. If you have such a feature, it recharges in the way specified in its description.
Interrupting the Rest. A Short Rest is stopped by the following interruptions:
Rolling Initiative
Casting a spell other than a cantrip
Taking any damage
An interrupted Short Re ... [more]
focused on the item unless the item is cursed.
Wearing and Wielding Items
Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.
Multiple Items of the Same Kind
You can't wear more than one of certain magic items. You can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The DM might make exceptions.
Paired Items
Items that come in pairs — such as boots, bracers, gauntlets, and gloves — impart their benefits only if both items of the pair are worn. For example, a character wearing a on one foot and a on the other foot gains no benefit from either.
Crafting Equipment
Using the rules below, characters can make nonmagical items, Cost: 50 GP
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
, and .
Crafting Nonmagical Items
To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price.
The Tools section lists which tools are required to make certain items. The DM assigns required tools for items not listed there.
You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it.
Raw Materials
To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available.
Time
To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP.
If an item requires multiple days, the days needn't be consecutive.
Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.
Brewing Potions of Healing
A character who has proficiency with the Ability: Intelligence Weight: 3 lb. Cost: 5 GP
Utilize: Identify a plant (DC 10)
Craft: Antitoxin , Candle , Healer's Kit , Potion of Healing
can create a Cost: 50 GP
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).
A spellcaster can transfer a spell to a scroll and create a , using the rules below.
Time and Cost
Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive.
Prerequisites for the Scribe
To scribe a scroll, you must have proficiency in the Intelligence (Arcana) allows you to recall lore about spells, magic items, and the planes of existence.
skill or with Ability: Dexterity Weight: 5 lb. Cost: 10 GP
Utilize: Write text with impressive flourishes that guard against forgery (DC 15)
Craft: Ink , Spell Scroll
and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus.
Cantrips
If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.
Spell Level
Time
Cost
Cantrip
1 day
15 GP
1
1 day
25 GP
2
3 days
100 GP
3
5 days
150 GP
4
10 days
1,000 GP
5
25 days
1,500 GP
6
40 days
10,000 GP
7
50 days
12,500 GP
8
60 days
15,000 GP
9
120 days
50,000 GP
Source: Player's Handbook, p. 212