89 System Reference Document 5.2.1
sEllinG EquipMEnt
Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art
objects—retain their full value in the marketplace.
“Magic Items” has prices for magic items.
Equipment
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 Copper Piece (CP) Silver Piece (SP) Electrum Piece (EP) Gold Piece (GP) | Value in GP 1/100 1/10 1/2 1 |
| Platinum Piece (PP) | 10 |
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.
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 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.
Light
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.
90 System Reference Document 5.2.1
iMprovisEd wEapons
If you use an object—such as a table leg, frying pan,
or bottle—as a makeshift weapon, see “Improvised
Weapons” in “Rules Glossary.” Also see those rules
if you wield a weapon in an unusual way, such as using
a Ranged weapon to make a melee attack.
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 Ammunition or Thrown 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 Disadvantage 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 Opportunity Attacks 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 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.
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 Disadvantage 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 Prone condition.
Vex
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.
91 System Reference Document 5.2.1
Weapons
| Name | Damage |
| Simple Melee Weapons | |
| Club | 1d4 Bludgeoning |
| Dagger | 1d4 Piercing |
| Greatclub | 1d8 Bludgeoning |
| Handaxe | 1d6 Slashing |
| Javelin | 1d6 Piercing |
| Light Hammer | 1d4 Bludgeoning |
| Mace | 1d6 Bludgeoning |
| Quarterstaff | 1d6 Bludgeoning |
| Sickle | 1d4 Slashing |
| Spear | 1d6 Piercing |
| Simple Ranged Weapons | |
| Dart | 1d4 Piercing |
Properties Mastery Weight Cost
Light Slow 2 lb. 1 SP
Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP
Two-Handed Push 10 lb. 2 SP
Light, Thrown (Range 20/60) Vex 2 lb. 5 GP
Thrown (Range 30/120) Slow 2 lb. 5 SP
Light, Thrown (Range 20/60) Nick 2 lb. 2 GP
— Sap 4 lb. 5 GP
Versatile (1d8) Topple 4 lb. 2 SP
Light Nick 2 lb. 1 GP
Thrown (Range 20/60), Versatile (1d8) Sap 3 lb. 1 GP
Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading,
Two-Handed
Slow 5 lb. 25 GP
| Shortbow | 1d6 Piercing |
| Sling | 1d4 Bludgeoning |
| Martial Melee Weapons | |
| Battleaxe | 1d8 Slashing |
| Flail | 1d8 Bludgeoning |
| Glaive | 1d10 Slashing |
| Greataxe | 1d12 Slashing |
| Greatsword | 2d6 Slashing |
| Halberd | 1d10 Slashing |
| Lance | 1d10 Piercing |
| Longsword | 1d8 Slashing |
| Maul | 2d6 Bludgeoning |
| Morningstar | 1d8 Piercing |
| Pike | 1d10 Piercing |
| Rapier | 1d8 Piercing |
| Scimitar | 1d6 Slashing |
| Shortsword | 1d6 Piercing |
| Trident | 1d8 Piercing |
| Warhammer | 1d8 Bludgeoning |
| War Pick | 1d8 Piercing |
| Whip | 1d4 Slashing |
| Martial Ranged Weapons | |
| Blowgun | 1 Piercing |
| Hand Crossbow | 1d6 Piercing |
Ammunition (Range 80/320; Arrow), Two-Handed Vex 2 lb. 25 GP
Ammunition (Range 30/120; Bullet) Slow — 1 SP
Versatile (1d10) Topple 4 lb. 10 GP
— Sap 2 lb. 10 GP
Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Heavy, Two-Handed Cleave 7 lb. 30 GP
Heavy, Two-Handed Graze 6 lb. 50 GP
Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Versatile (1d10) Sap 3 lb. 15 GP
Heavy, Two-Handed Topple 10 lb. 10 GP
— Sap 4 lb. 15 GP
Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Finesse Vex 2 lb. 25 GP
Finesse, Light Nick 3 lb. 25 GP
Finesse, Light Vex 2 lb. 10 GP
Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
Versatile (1d10) Push 5 lb. 15 GP
Versatile (1d10) Sap 2 lb. 5 GP
Finesse, Reach Slow 3 lb. 2 GP
Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 10 GP
Ammunition (Range 30/120; Bolt), Light, Loading Vex 3 lb. 75 GP
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading,
Two-Handed
Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy,
Two-Handed
Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading,
Two-Handed
Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex 3 lb. 250 GP
92 System Reference Document 5.2.1
Armor
The Armor table lists the game’s main armor. The
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). The 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 the 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 the table shows “Disadvantage” in the
Stealth column for an armor type, the wearer has
Disadvantage on Dexterity (Stealth) checks.
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 Disadvantage on any D20
Test 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.
Armor
| Armor | Armor Class (AC) |
| Light Armor (1 Minute to Don or Doff) | |
| Padded Armor | 11 + Dex modifier |
| Leather Armor | 11 + Dex modifier |
| Studded Leather Armor | 12 + Dex modifier |
| Medium Armor (5 Minutes to Don and 1 Minute to Doff) | |
| Hide Armor | 12 + Dex modifier (max 2) |
| Chain Shirt | 13 + Dex modifier (max 2) |
| Scale Mail | 14 + Dex modifier (max 2) |
| Breastplate | 14 + Dex modifier (max 2) |
| Half Plate Armor | 15 + Dex modifier (max 2) |
| Heavy Armor (10 Minutes to Don and 5 Minutes to Doff) | |
| Ring Mail | 14 |
| Chain Mail | 16 |
| Splint Armor | 17 |
| Plate Armor | 18 |
| Shield (Utilize Action to Don or Doff) | |
| Shield | +2 |
Strength Stealth Weight Cost
— Disadvantage 8 lb. 5 GP
— — 10 lb. 10 GP
— — 13 lb. 45 GP
— — 12 lb. 10 GP
— — 20 lb. 50 GP
— Disadvantage 45 lb. 50 GP
— — 20 lb. 400 GP
— Disadvantage 40 lb. 750 GP
— Disadvantage 40 lb. 30 GP
Str 13 Disadvantage 55 lb. 75 GP
Str 15 Disadvantage 60 lb. 200 GP
Str 15 Disadvantage 65 lb. 1,500 GP
— — 6 lb. 10 GP
93 System Reference Document 5.2.1
Tools
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 Utilize 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 Nonmagical Items,” “Brewing Potions
of Healing,” and “Scribing Spell Scrolls” later in
“Equipment.”
Variants. This entry appears if the tool has variants, which are listed. Each requires a separate
proficiency.
Tool 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 Advantage 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
Artisan’s Tools are each focused on crafting items
and pursuing a trade. Each of these tools requires a
separate proficiency.
Alchemist’s Supplies (50 GP)
Ability: Intelligence Weight: 8 lb.
Utilize: Identify a substance (DC 15), or start a fire
(DC 15)
Craft: Acid, Alchemist’s Fire, Component Pouch, Oil,
Paper, Perfume
Brewer’s Supplies (20 GP)
Ability: Intelligence Weight: 9 lb.
Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)
Craft: Antitoxin
Calligrapher’s Supplies (10 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Write text with impressive flourishes that guard
against forgery (DC 15)
Craft: Ink, Spell Scroll
Carpenter’s Tools (8 GP)
Ability: Strength Weight: 6 lb.
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
Cartographer’s Tools (15 GP)
Ability: Wisdom Weight: 6 lb.
Utilize: Draft a map of a small area (DC 15)
Craft: Map
Cobbler’s Tools (5 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10)
Craft: Climber’s Kit
Cook’s Utensils (1 GP)
Ability: Wisdom Weight: 8 lb.
Utilize: Improve food’s flavor (DC 10), or detect spoiled
or poisoned food (DC 15)
Craft: Rations
Glassblower’s Tools (30 GP)
Ability: Intelligence Weight: 5 lb.
Utilize: Discern what a glass object held in the past 24
hours (DC 15)
Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
Jeweler’s Tools (25 GP)
Ability: Intelligence Weight: 2 lb.
Utilize: Discern a gem’s value (DC 15)
Craft: Arcane Focus, Holy Symbol
Leatherworker’s Tools (5 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Add a design to a leather item (DC 10)
Craft: Sling, Whip, Hide Armor, Leather Armor, Studded
Leather Armor, Backpack, Crossbow Bolt Case, Map
or Scroll Case, Parchment, Pouch, Quiver, Waterskin
Mason’s Tools (10 GP)
Ability: Strength Weight: 8 lb.
Utilize: Chisel a symbol or hole in stone (DC 10)
Craft: Block and Tackle
Painter’s Supplies (10 GP)
Ability: Wisdom Weight: 5 lb.
Utilize: Paint a recognizable image of something you’ve
seen (DC 10)
Craft: Druidic Focus, Holy Symbol
Potter’s Tools (10 GP)
Ability: Intelligence Weight: 3 lb.
Utilize: Discern what a ceramic object held in the past
24 hours (DC 15)
Craft: Jug, Lamp
Smith’s Tools (20 GP)
Ability: Strength Weight: 8 lb.
Utilize: Pry open a door or container (DC 20)
94 System Reference Document 5.2.1
Craft: Any Melee weapon (except Club, Greatclub,
Quarterstaff, and Whip), Medium armor (except Hide),
Heavy armor, Ball Bearings, Bucket, Caltrops, Chain,
Crowbar, Firearm Bullets, Grappling Hook, Iron Pot,
Iron Spikes, Sling Bullets
Tinker’s Tools (50 GP)
Ability: Dexterity Weight: 10 lb.
Utilize: Assemble a Tiny item composed of scrap, which
falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask,
Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
Weaver’s Tools (1 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny
design (DC 10)
Craft: Padded Armor, Basket, Bedroll, Blanket, Fine
Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s
Clothes
Woodcarver’s Tools (1 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Carve a pattern in wood (DC 10)
Craft: Club, Greatclub, Quarterstaff, Ranged weapons
(except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Other Tools
Disguise Kit (25 GP)
Ability: Charisma Weight: 3 lb.
Utilize: Apply makeup (DC 10)
Craft: Costume
Forgery Kit (15 GP)
Ability: Dexterity Weight: 5 lb.
Utilize: Mimic 10 or fewer words of someone else’s
handwriting (DC 15), or duplicate a wax seal (DC 20)
Gaming Set (Varies)
Ability: Wisdom Weight: —
Utilize: Discern whether someone is cheating (DC 10),
or win the game (DC 20)
Variants: Dice (1 SP), dragonchess (1 GP), playing cards
(5 SP), three-dragon ante (1 GP)
Herbalism Kit (5 GP)
Ability: Intelligence Weight: 3 lb.
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing
Musical Instrument (Varies)
Ability: Charisma Weight: Varies
Utilize: Play a known tune (DC 10), or improvise a song
(DC 15)
Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2
lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12
GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)
Navigator’s Tools (25 GP)
Ability: Wisdom Weight: 2 lb.
Utilize: Plot a course (DC 10), or determine position by
stargazing (DC 15)
Poisoner’s Kit (50 GP)
Ability: Intelligence Weight: 2 lb.
Utilize: Detect a poisoned object (DC 10)
Craft: Basic Poison
Thieves’ Tools (25 GP)
Ability: Dexterity Weight: 1 lb.
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.
Acid (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.
Alchemist’s Fire (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 (see “Rules
Glossary”).
Ammunition (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.
95 System Reference Document 5.2.1
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
Item Weight Cost
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
96 System Reference Document 5.2.1
Ammunition
| Type | Amount Storage | Weight Cost |
| Arrows Bolts Bullets, Firearm Bullets, Sling Needles | 20 20 | Quiver Case |
| 10 20 | Pouch Pouch | 2 lb. 3 GP 1½ lb. 4 CP |
| 50 | Pouch | 1 lb. |
Antitoxin (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.
Arcane Focus (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 Crystal Orb Rod Staff (also a Quarterstaff) Wand | Weight 1 lb. 3 lb. 2 lb. 4 lb. 1 lb. | Cost 10 GP 20 GP 10 GP 5 GP 10 GP |
Backpack (2 GP)
A Backpack holds up to 30 pounds within 1 cubic
foot. It can also serve as a saddlebag.
Ball Bearings (1 GP)
As a Utilize action, you can spill Ball Bearings from
their pouch. They spread to cover a level, 10-footsquare 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.
Barrel (2 GP)
A Barrel holds up to 40 gallons of liquid or up to 4
cubic feet of dry goods.
Basket (4 SP)
A Basket holds up to 40 pounds within 2 cubic feet.
Bedroll (1 GP)
A Bedroll sleeps one Small or Medium creature.
While in a Bedroll, you automatically succeed on
saving throws against extreme cold (see “Gameplay
Toolbox”).
Bell (1 GP)
When rung as a Utilize action, a Bell produces a
sound that can be heard up to 60 feet away.
Blanket (5 SP)
While wrapped in a blanket, you have Advantage on
saving throws against extreme cold (see “Gameplay
Toolbox”).
Block and Tackle (1 GP)
A Block and Tackle allows you to hoist up to four
times the weight you can normally lift.
Book (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.
Bottle, Glass (2 GP)
A Glass Bottle holds up to 11/2 pints.
Bucket (5 CP)
A Bucket holds up to half a cubic foot of contents.
Burglar’s Pack (16 GP)
A Burglar’s Pack contains the following items:
Backpack, Ball Bearings, Bell, 10 Candles, Crowbar,
Hooded Lantern, 7 flasks of Oil, 5 days of Rations,
Rope, Tinderbox, and Waterskin.
Caltrops (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.
Candle (1 CP)
For 1 hour, a lit Candle sheds Bright Light in a 5-foot
radius and Dim Light for an additional 5 feet.
Case, Crossbow Bolt (1 GP)
A Crossbow Bolt Case holds up to 20 Bolts.
Case, Map or Scroll (1 GP)
A Map or Scroll Case holds up to 10 sheets of paper
or 5 sheets of parchment.
Chain (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.
97 System Reference Document 5.2.1
Chest (5 GP)
A Chest holds up to 12 cubic feet of contents.
Climber’s Kit (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.
Clothes, Fine (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 (2 GP)
Traveler’s Clothes are resilient garments designed
for travel in various environments.
Component Pouch (25 GP)
A Component Pouch is watertight and filled with
compartments that hold all the free Material components of your spells.
Costume (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.
Crowbar (2 GP)
Using a Crowbar gives you Advantage on Strength
checks where the Crowbar’s leverage can be
applied.
Diplomat’s Pack (39 GP)
A Diplomat’s Pack contains the following items:
Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map
or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5
sheets of Parchment, Perfume, and Tinderbox.
Druidic Focus (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 Sprig of mistletoe Wooden staff (also a Quarterstaff) Yew wand | Weight — 4 lb. 1 lb. | Cost 1 GP 5 GP 10 GP |
Dungeoneer’s Pack (12 GP)
A Dungeoneer’s Pack contains the following items:
Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10
days of Rations, Rope, Tinderbox, 10 Torches, and
Waterskin.
Entertainer’s Pack (40 GP)
An Entertainer’s Pack contains the following items:
Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.
Explorer’s Pack (10 GP)
An Explorer’s Pack contains the following items:
Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
Flask (2 CP)
A Flask holds up to 1 pint.
Grappling Hook (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.
Healer’s Kit (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.
Holy Symbol (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 Amulet (worn or held) Emblem (borne on fabric or a Shield) Reliquary (held) | Weight 1 lb. — 2 lb. | Cost 5 GP 5 GP 5 GP |
Holy Water (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.
Hunting Trap (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.
98 System Reference Document 5.2.1
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.
Ink (10 GP)
Ink comes in a 1-ounce bottle, which provides
enough ink to write about 500 pages.
Ink Pen (2 CP)
Using Ink, an Ink Pen is used to write or draw.
Jug (2 CP)
A Jug holds up to 1 gallon.
Ladder (1 SP)
A Ladder is 10 feet tall. You must climb to move up
or down it.
Lamp (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, Bullseye (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.
Lantern, Hooded (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.
Lock (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.
Magnifying Glass (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.
Manacles (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.
Map (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.
Mirror (5 GP)
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Net (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.
Oil (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.
99 System Reference Document 5.2.1
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 Utilize
action) and rekindle it again until it has burned for a
total of 6 hours.
Paper (2 SP)
One sheet of Paper can hold about 250 handwritten
words.
Parchment (1 SP)
One sheet of Parchment can hold about 250 handwritten words.
Perfume (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.
Poison, Basic (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 (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.
Pot, Iron (2 GP)
An Iron Pot holds up to 1 gallon.
Potion of Healing (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 (5 SP)
A Pouch holds up to 6 pounds within one-fifth of a
cubic foot.
Priest’s Pack (33 GP)
A Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations,
Robe, and Tinderbox.
Quiver (1 GP)
A Quiver holds up to 20 Arrows.
Ram, Portable (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.
Rations (5 SP)
Rations consist of travel-ready food, including jerky,
dried fruit, hardtack, and nuts. See “Malnutrition”
in “Rules Glossary” for the risks of not eating.
Robe (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 (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.
Sack (1 CP)
A Sack holds up to 30 pounds within 1 cubic foot.
Scholar’s Pack (40 GP)
A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10
sheets of Parchment, and Tinderbox.
Shovel (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 (5 CP)
When blown as a Utilize action, a Signal Whistle
produces a sound that can be heard up to 600 feet
away.
Spell Scroll (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.
100 System Reference Document 5.2.1
Spikes, Iron (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.
Spyglass (1,000 GP)
Objects viewed through a Spyglass are magnified to
twice their size.
String (1 SP)
String is 10 feet long. You can tie a knot in it as a Utilize action.
Tent (2 GP)
A Tent sleeps up to two Small or Medium creatures.
Tinderbox (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.
Torch (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.
Vial (1 GP)
A Vial holds up to 4 ounces.
Waterskin (2 SP)
A Waterskin holds up to 4 pints. If you don’t drink
sufficient water, you risk dehydration (see “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 “Monsters” 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 table in “Equipment” 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 Advantage 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 Camel Elephant Horse, Draft Horse, Riding Mastiff Mule Pony Warhorse | Carrying Capacity 450 lb. 1,320 lb. 540 lb. 480 lb. 195 lb. 420 lb. 225 lb. 540 lb. | Cost 50 GP 200 GP 50 GP 75 GP 25 GP 8 GP 30 GP 400 GP |
Tack, Harness, and Drawn Vehicles
| Item Carriage Cart Chariot Feed per day Saddle | Weight 600 lb. 200 lb. 100 lb. 10 lb. | Cost 100 GP 15 GP 250 GP 5 CP |
| Exotic Military Riding Sled Stabling per day Wagon | 40 lb. 30 lb. 25 lb. 300 lb. — 400 lb. | 60 GP 20 GP 10 GP 20 GP 5 SP 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.
101 System Reference Document 5.2.1
Crew
A ship larger than a Keelboat or Rowboat needs a
crew of skilled hirelings (see “Hirelings” later in
“Equipment”) 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 damage threshold (see “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.
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 (GM’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
GM might take them into account when determining
risks or how others perceive your character.
Wretched (Free)
You survive via chance and charity. You’re often
exposed to natural dangers as a result of sleeping
outside.
Squalid (1 SP per Day)
You spend the bare minimum for your necessities.
You might be exposed to unhealthy conditions and
opportunistic criminals.
Poor (2 SP per Day)
You spend frugally for your necessities.
Modest (1 GP per Day)
You support yourself at an average level.
Comfortable (2 GP per Day)
You spend modestly for your necessities and enjoy a
few luxuries.
Wealthy (4 GP per Day)
You’re accustomed to the finer things in life and
might have servants.
Aristocratic (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 Ale (mug) Bread (loaf) Cheese (wedge) Inn Stay per Day Squalid | Cost 4 CP 2 CP 1 SP |
| 7 CP | |
| Poor | 1 SP |
| Modest | 5 SP |
| Item | Cost |
| Comfortable | 8 SP |
| Wealthy | 2 GP |
| Aristocratic | 4 GP |
| Meal | |
| Squalid | 1 CP |
| Poor | 2 CP |
| Modest | 1 SP |
Airborne and Waterborne Vehicles
| Ship | Speed | Crew | Passengers |
| Airship | 8 mph | 10 | 20 |
| Galley | 4 mph | 80 | — |
| Keelboat | 1 mph | 1 | 6 |
| Longship | 3 mph | 40 | 150 |
| Rowboat | 1½ mph | 1 | 3 |
| Sailing Ship | 2 mph | 20 | 20 |
| Warship | 2½ mph | 60 | 60 |
Cargo (Tons) AC HP Damage Threshold Cost
1 13 300 — 40,000 GP
150 15 500 20 30,000 GP
1/2 15 100 10 3,000 GP
10 15 300 15 10,000 GP
— 11 50 — 50 GP
100 15 300 15 10,000 GP
200 15 500 20 25,000 GP
102 System Reference Document 5.2.1
| Item | Cost |
| Comfortable | 2 SP |
| Wealthy | 3 SP |
| Aristocratic | 6 SP |
| Item Wine (bottle) Common | Cost |
| 2 SP | |
| Fine | 10 GP |
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 Skilled hireling Untrained hireling Messenger | Cost 2 GP per day 2 SP per day 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 Cantrip 1 | Availability Village, town, or city Village, town, or city | Cost 30 GP 50 GP |
2 Village, town, or city 200 GP
3 Town or city only 300 GP
| 4–5 6–8 9 | Town or city only City only City only | 2,000 GP 20,000 GP 100,000 GP |
Magic Items
Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic
items are detailed in “Magic Items” later in this document. 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 Short Rest 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 Ring of Feather Falling.
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 Ring of Swimming, the GM might say, “Your
movement feels strangely fluid.” Perhaps you then
dive into a river to see what happens. The GM 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 Short
Rest 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 Ring of Protection 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
103 System Reference Document 5.2.1
the item. You can also voluntarily end Attunement
by spending another Short Rest 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 GM 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 Boot of Striding and Springing
on one foot and a Boot of Elvenkind on the other foot
gains no benefit from either.
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.
Tools
The “Tools” section of “Equipment” lists which tools
are required to make certain items. The GM 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 GM 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 GM might allow more assistants.
Brewing Potions of Healing
A character who has proficiency with the Herbalism
Kit can create a Potion of Healing. Doing so requires
using that kit and 25 GP of raw material over the
course of 1 day (8 hours of work).
Scribing Spell Scrolls
A spellcaster can transfer a spell to a scroll and create a Spell Scroll, 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
Arcana skill or with Calligrapher’s Supplies 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 Scroll Costs
| Spell Level Cantrip | Time 1 day | Cost 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